Pirate Ships can be found all across the Ice Maze, with some hostile residents on-board. One of them is the Captain, who drops the
Shell Horn, an item that’s required to summon and fight the Ghost of Captain Cornelia. That single mob is the reason this structure matters more than anything else floating in the Ice Maze.
Everything else about the ship is generous too. Lots of containers are stuffed into a hull 48 blocks long, eleven of them running the mod’s treasure table, and three
Barrels are quietly loaded with stronghold library loot. There are also three Villagers locked in a cell below decks, which the mod never explains and never mentions again.
Finding the Structure
Pirate ships generate at the surface of the Ice Maze, frozen into the sheet rather than sunk beneath it, so the masts are usually the first thing you see. They stand about 30 blocks above the deck. On a clear crossing you can pick one out from a long way off, which is more than can be said for most of this mod.

The placement uses a spacing of 25 chunks and a separation of 10. That puts them well behind the Shipwrecks and the Outposts for frequency but comfortably ahead of the shelters, so a decent trip across the maze will normally find you one. If it does not, the locate command will.
Do not confuse one with a Frozen Shipwreck. Shipwrecks sit on the seabed, generate roughly four times as often, have nothing on board and hold at most three vanilla
Chests. If there are pillagers standing on the deck, you have found the right thing.
Layout
The ship is a genuine full-sized vessel, 48 blocks stem to stern and 19 across, built from Spruce, Birch and Dark Oak with the masts running up to about 30. Almost everything you want is in the bottom four blocks of it. Thirty-seven of the fifty containers sit in the hold, so the decks and the rigging are mostly there for the fight and the view.
Below decks it is dressed like a ship people were living on rather than a loot box. There is a
Cartography Table, a
Bookshelf, a
Bell, two
Lecterns, a
Bee Nest with a
Beehive, a
Melon and a
Pumpkin, a
Sea Lantern and a skeleton skull mounted somewhere unhelpful. Seven
Item Frames hold odds and ends, and a set of Chainmail hangs on an armor stand.

Three villagers are penned behind
Iron Bars somewhere in the hull, and they are not part of any quest or drop. One of the two
Lecterns holds the ship’s Logbook. Nothing on board is locked, sealed or keyed, so the only thing standing between you and any of it is the crew.
Mobs
Around twelve illagers are placed on board when the ship generates: eight Vindicators and four Pillagers, one of which is the Vaptain. On top of that the structure has a spawn override across its whole bounding box that keeps producing more pillagers and vindicators while you are aboard. The placed crew are the ones with loot; the reinforcements are not.
The captain
Guaranteed Shell Horn
There is no separate captain entity in the mod. What the structure places is a normal Pillager with a custom death loot table, and that loot table’s first pool is a single guaranteed
Shell Horn. A second pool rolls zero or one times for an
Emerald,
Cooked Mutton or a
Pirate Pouch, and Looting adds a roll to that.

The Captain looks like most other Pillagers on the Ship, except it can be found in the cabin area, where the
Chainmail Armor and
Lectern is. Find it before you leave. Without the Shell Horn there is no Cornelia fight, no Frozen Key, and no reason to visit a Pirate Shelter.
Vindicators
Eight of them, iron axes
Eight vindicators is a lot for a space this cramped, and they are the ones that will kill you. Each has 24 health and an iron axe, and an axe hit disables your shield for a few seconds, so the Shield that handles the
Crossbow fire will not simply carry you through a melee scrum below decks. One of them wears a white banner, which is cosmetic.
Pillagers
Three, plus whatever spawns
The three ordinary pillagers carry Crossbows and a follow range of 32 blocks, and on an open deck they will hit you from further away than you would like. They look like Pirates because the mod swaps their texture on the client while they are inside the Ice Maze; underneath they are stock vanilla mobs.

Their loot pool rolls zero or one times, so about half of them drop nothing. The water around the wreck is its own problem. Maws make up something like 95 percent of the biome’s hostile spawns and turn up in packs of two to four, Anglerfish are rarer but hit far harder, and the roaming Shipbreaker can pass through the maze while you are aboard.
Loot
Fifty containers hold something and six
Barrels are empty decoration. The split is 19 supply
Chests, 11 treasure chests, 17 barrels on the camp table and 3 barrels running vanilla Stronghold library loot, which is the one nobody expects on a pirate ship.
The eleven treasure chests are the reason to come. Each rolls a good pool once and then a bulk metals pool three to nine more times, so eleven of them adds up quickly. The
Dagger of Greed and the
Horizon Music Disc are the rare pulls, and they only exist here, in a Pirate Shelter, and in the
Frozen Chest.
The three Stronghold Library barrels are the sleeper. That table rolls two to ten times across
Books,
Paper, a
Map, a
Compass and
Enchanted Books at level 30, and it also carries an Eye Armor Trim. Getting a level 30 enchanted book off a wrecked pirate ship is well ahead of where most players are when they first board one of these.
The rest is volume rather than quality. The 19 supply Chests hold
Cod,
Salmon,
Wheat,
Apples,
Sugar Cane and the mod’s own
Spinefish,
Fin and
Esca, and the 17 camp barrels are the same table the outposts use, with
Sharp Bones and a roughly seven percent shot at a
Pirate Pouch on each of their one to four rolls. Between the barrels and the crew you will leave with a handful of pouches.
The Logbook
One of the ship’s lecterns holds a
Logbook, and this is Entry #12, the first of three the mod scatters across its structures. It records Cornelia going down to the seabed in the only diving suit the crew had, ostensibly looking for resources, with rumors already circulating that she was after something else.
She does not come back. “More than a day has passed since the captain’s dive… Worst of all, she had the master key with her. As our hopes of rescue dwindle, the threat of rebellion grows.” The other two Logbooks pick up from there, in the Pirate Outpost and then the Pirate Shelter, and together they explain every structure in the mod in order.
FAQ
A single pillager placed on the ship, holding a Shell Horn in its hand rather than a crossbow. It is not the one in chainmail, which is a decorative armor stand. Its loot table guarantees the horn, so it drops one every time, and there is exactly one such pillager per ship.
No. The ship does keep spawning fresh pillagers and vindicators while you are aboard, but those spawns use vanilla loot tables and will never drop a horn, an emerald or a pouch. Only the twelve crew members placed when the structure generated carry Aquamirae’s loot, and the captain is one of them. A second horn means a second ship.
Almost entirely. A Frozen Shipwreck is the vanilla shipwreck generator moved into the Ice Maze; it sits on the seabed, generates four times as often, holds at most three vanilla chests and has nobody on board. The Frozen Pirate Ship is a custom 48-block build at the surface with 50 containers, twelve illagers, three caged villagers and the captain who carries the horn.
Nothing mechanical. Three ordinary villagers are placed behind iron bars in the hull with no custom behaviour, no drops and no quest attached, so they are set dressing that explains what the crew were doing out here. You are welcome to break them out and take them home; the mod will not react either way.





