Lift: In order to generate lift, there are quite a few Air runes along the outer hull of the Improbable. Those runes have a high degree of redundancy, as you could imagine, but excessive damage to the hull can reduce or even eliminate the ship’s ability to fly.

Engines: The Improbable has two modes of propulsion, propeller and sail. Using the propellers, she can cruise at 6 knots, with bursts of speed much faster if the pilot calls for it, although this requires the use of both water and fire energy to run the steam-powered propellers. 

Sails: Due to an impressive breakthrough in air-earth interaction, the Improbable sports an Airkeel, a line of earth runes that run down the middle of the ship's hull. This line, when empowered, will hold the ship mostly in the same direction, much as a keel prevents a seagoing vessel from turning. Owing to the keel’s operation, the two large triangular sails on the main deck of the Improbable are able to send it flying forward at impressive speeds. Under sail, the Improbable requires far less magical energy per hour of cruise.

The Control Room: while piloting the ship is still in the cockpit, the heart of all other operations are in a control room located in the very center - and most protected - part of the ship. The control room contains hundreds of runes to run every part of the ship in four stations: Operations, Communications, Offense, Defense. Directly about the Weapons panel is a hatch to the central gunner station, allowing the gunner to talk to the Control Room. Two people can run all four stations, but in a combat situation, ideally each station has their own controller.

Engineering Station: This controls all the day-to-day conveniences including hot water for showers, heating for each room, fire and water for the galley, plumbing for the on-board commodes, air supply for high altitudes and underwater excursions, sprinkler system for green room and fires, and all the modern conveniences of the day.

Communications and Rune Communicators: Thanks to an innovations with air runes, each player can carry a small communicator, which is connected with every other communicator bound to the ship. Also, every room has a communicator to talk to any other room. The range of the communicators outside the ship vary based on location and weather. One challenge of the on-board communicators is that anyone in the Control Room can listen to any room, except the commodes.

Defense: The sophisticated defense of the ship allows for two modes: combat and energy saving. In combat mode, a shield of air and fast moving sand surrounds the ship, which will stop most attacks. The controller can also focus part of the ship on a small area about to withstand and major hit. In energy saving mode, a small shield comes up, only protecting one quadrant of the ship. The shield can swing around the ship as needed without burning the energy to cover the whole ship.

Gunner Stations: On top of the ship are three domed gunner stations. Each station can hold one person. The gun is a small, fast moving fire cannon that can target more accurately and faster than the ships cannons. Each blast has less power than the ship cannons, but still enough to take out a small fighter craft.

Cockpit: The cockpit seats three: Captain, co-pilot, navigator. The cockpit controls the engines and rudder. Along with the rune communicator, there is a standard brass pipe to the Control Room for emergency communications.

Galley (kitchen): Tricked out with that latest gadgets that runes have to offer - a working oven, 4-burner stove, sink with running water, garbage disposal that uses the same air/sand tech as the engines and a service window to the dining room.

Crystal Room: The most fortified room in the ship, the Crystal Room contains all the power for the ship. Charging runes run throughout the ship for Elementals to push energy whenever they have down time. The crystal room contains enough Blue Quartz to hold a reserve charge of 40 points, the balance of which is usually kept evenly as 10 points per energy type, but can be shifted as needed.

Jail: The jail has a cell large enough for two humans - three if cramped, and an antechamber for two guards. The bars can be fortified with earth magic as needed.

Bedrooms: There are 6 standard bedrooms and a master bedroom. Each room is small, but elegantly decorated with a bed, desk, chair, communicator, charging runes (one for each element) and window. There are three on each side with the master bedroom above the cockpit.

Hold: There’s enough room in the hold for quite a bit of cargo, should the need arise. It is currently stocked with extra food (flour, tinned food, and the like).

Showers, commodes and reservoir: These rooms are on the bottom of the ship along with a small water reserve the collects moisture from the clouds. There are two showers - men & womens - and two commodes. The master bedroom has a bathtub and commode.

Green Room and the Superfood program: The challenge to running such a complex ship is the fatigue of the elementals. In response, E has implemented a program to develop a vegetarian diet that will boost the elemental adepts’ stamina. The Green room located at the top rear of the ship contains plants from around the world and exotic hybrids. Currently the diet allows for +2 FP for 24 hours, assuming the elementals are will to consume 2 pounds of the bitter leafy greens. (one pound/point - roll vs HT to avoid gagging.) Part of the ship's quest is an ongoing search for an improved and tastier diet.