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- Composed by: Auvar on or about the 8th of Phaestian, 744 AF.
- --===================================--
- --==== C O M M O D I T Y - S H O P S ====--
- --===================================--
- |----------------------------------------------------------------------|
- |== LOWEST PRICES ================|== OTHER LOCATIONS =================|
- |----------------------------------------------------------------------|
- | CLOTH 23 gp @ Orilla | Luman Shastaan Tsol'aa |
- | | Tasur'ke Zanzibaar |
- |----------------------------------------------------------------------|
- | LACQUER 350 gp | Luman Zanzibaar |
- |----------------------------------------------------------------------|
- | LEATHER 33 gp | el'Jazira Ulangi Jaru |
- | | Orilla |
- |----------------------------------------------------------------------|
- | ROPE 23 gp @ Orilla | el'Jazira Jaru Luman |
- | | Zanzibaar |
- |----------------------------------------------------------------------|
- | WOOD 26 gp @ Tuar, Zaphar | Luman Orilla Tasur'ke |
- | 28 gp @ Thera, Ulangi | Tsol'aa |
- |----------------------------------------------------------------------|
- Composed by: Daeir on or about the 19th of Sarapin, 715 AF.
- Ship Auras
- -----------
- Colloquially referred to as "auras", Ship Auras are the names for
- effects on a vessel derived from the presence of a skilled mariner (or
- several). These effects come from deep specialization within a given
- field (see CLHELP WATCH, HELM, COMMAND, DECKHAND, WEAPONS for more), and
- scale with the level of skill in said field.
- I stands for the entry level specialisation, with V being the end level
- of mastery in that field.
- Auras may be activated on a vessel by the AURAS command aboard a vessel.
- Note that you may have only one dominant specialization aura at a time
- per person, and there is a significant delay before you may switch to
- another.
- Watch:
- I: Balance cost reduction on climbing mast/nest/rigging
- V: Reduced chop movement penalty and balanceless mast/rigging/nest
- climbing
- Weapons:
- I: Weapon accuracy increase
- V: Cause significantly more leaking damage on weapon hit, significantly
- increased accuracy
- Command:
- I: Seaspell cost reduction
- V: Significant seaspell cost reduction and ability to cast seaspells
- while unmelded and away from the figurehead
- Helm:
- I: Additional morale and XP rate increase from all Seafaring activities
- V: Enhanced rowing speed + significantly increased morale and XP rate
- Deckhand
- I: Chance of increased repair amount per repair cycle
- V: Significantly increased chance of repair per cycle and ability for
- crew to sometimes put out a fire aboard the vessel automatically
- ----------
- Windcutters may have three auras in effect at once.
- Seastriders may have four auras in effect at once.
- War Galleys may have five auras (all of them) in effect at once.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- SHIP WEAPONS SPECIALISATION
- ---------------------------
- A Weapons specialist is the backbone of any successful naval expedition,
- granting massive bonuses to the tools of war aboard any vessel.
- Weapons specialists possess an aura which will increase the accuracy of
- any weapons fired from that ship (CLHELP SHIPAURAS). They are also
- capable of enhancing ammunition with dragon's tears to do more damage
- and have a chance of setting the victim vessel alight. They may also
- mend and maintain the weapons aboard a ship, and are capable of using
- the hookshot ammunition to grapple with another vessel.
- Highly experienced weapons specialists know exactly where to strike to
- cause maximum damage, affording the chance to cause enemy vessels to
- take on water faster, reducing their movement speed and agility.
- This specialisation may be learned from Hawkins, the shipwright, on the
- Eastern shore.
- ------------------------------------------------------------------------
- How to fire a weapon:
- 1) Make sure there is suitable ammo in storage (SHIP AMMO for the list
- of commands, requires you be in the command or crewchief position)
- 2) Load the weapon with the ammo of choice; this process does not
- require balance (LOAD <WEAPON> WITH <AMMO> or LOAD <WEAPON> WITH <AMMO>
- DIPPED).
- 3) Start the process of firing the weapon at the target. The target must
- be in range to start the process.
- The ranges for the weapons are:
- *Arm: 3 metrons
- *Ballista: 5 metrons
- *Onager: 6 metrons
- The commands are:
- *FIRE <WEAPON> AT <TARGETSHIPFULLNAME>
- *FIRE <WEAPON> AT <TARGETSHIP's TARGET SHORTNAME> //see SHIP TARGET to
- set that up
- *FIRE <WEAPON> //This will fire at the ship that has been target locked
- by the captain, exception is flares which will fire up
- *FIRE <WEAPON> AT SEAMONSTER //This is how you shoot at seamonsters
- This will initialize an aiming process that taking any signficant action
- (talking aloud, giving a ship command, NOTE: can talk on party) will
- disrupt.
- 4) Complete the aiming process and fire the weapon. How long the aiming
- take depends on: manuevers, target distance, your skill in weaponry. The
- weapon will have a certain amount of time before it can be used again
- and the act of firing will introduce a recoil that will slightly disrupt
- all other gunners in the process of aiming.
- ------------------------------------------------------------------------
- Weapon ablities:
- Status - An overview of all of the ship's weapons.
- * SHIP WEAPON STATUS
- * Gain an overview of all the ship's weapons, including the details of
- their ammunition, damage and months of usefulness remaining.
- Weaponsaura - Summon an aura of hostility.
- * This ability grants access to the ship weapons ship aura, which
- increases the accuracy of fired weapons.
- Loadweapon - Load ship weapons without using balance.
- * this ability allows you to load ammunition into ship weapons without
- incurring any balance loss.
- * This is a passive ability.
- Ammoenhancement - Improvements to ship's ammo.
- * LOAD <WEAPON> WITH <AMMO> DIPPED
- * ENVENOM WARDISC WITH <venom>
- * SECRETE <venom> ON WARDISC (if you have the Transcretion ability
- inVenom)
- * Your mastery of ship munitions is such that you can now enhancecertain types of ammunition.
- * Star-shot, chain-shot, and shafts may be coated in a special liquid,
- causing them to set aflame either the bow at the target ship, the target
- ship's sails, or the target ship's deck, respectively. Vats containing
- this rare liquid, called "dragon's tears", may be obtained from an
- apothecary upon a certain isle or the Navy's shop.
- * Wardiscs may be envenomed from vials, whether or not you have the
- Envenom ability otherwise. Those with the Venom ability Transcretion may
- also secrete venoms directly onto the wardisc. A wardisc may be
- envenomed with up to 40 venoms. Each coating of venom will only affect a
- single person on the target ship. Example: if you fire a wardisc coated
- with three coats of venom at another ship, and there are four
- adventurers on that ship's deck who are hit by the wardisc, the first
- venom will be delivered to one, the second to another, the final to the
- third, and none to the fourth. The utility of this is so limited that it
- is highly recommended to never do.
- Weaponmaintenance - Ship's weapons repair and upkeep
- * SHIP WEAPON MAINTAIN <weapon>
- * Requires 1 wood, 1 iron, 1 rope per maintan.
- * Actively work to maintain the ship's onboard weapons. You will need to
- have the required commodities in your inventory at the beginning of each
- session, and complete eight MAINTAIN or REPAIRs to either add one month
- to the lifeo f the weapon or repair some of the damage the weapon has
- taken.
- Grappling - Snare another ship with clawed hooks.
- * SHIP GRAPPLE <dir>
- * Rally your crew to ensnare an adjacent vessel with grappling hooks,
- binding it to your own.
- * SHIP DISENGAGE to get your vessel free when grappling or being
- grappled by another.
- Composed by: Greys on or about the 21st of Daedalan, 681 AF.
- --PERSONNEL--
- ::.SHIPMATES.:: (3000g to hire)
- Most That'll Do
- Recommended Any Good at All
- ----------- ---------------
- For a War Galley 15 50
- For a Seastrider 8 40
- For a Windcutter 3 15
- The more shipmates you have, the faster any repairs are managed.
- Shipmates stay on deck and can be killed by a forceboard party. There is
- no way to assign a station to shipmates.
- ::.CREWMATES.:: (500g to hire)
- Thalassian
- War Galley Seastrider Windcutter
- Size Large Medium Small
- Crew Barebones 4 2 1
- Crew Low 8 5 2
- Crew Basic 32 20 8
- Crew Normal* 44 30 12
- Crew Large** 56 40 16
- Crew Huge*** 70 60 24
- The more crewmates you have, the faster you row and the slower your crew
- tires (endurance). Your crewmates are unseen for the most part.
- ::.SWASHBUCKLERS.:: (5000g to hire)
- For a War Galley 11
- For a seastrider 6
- For a Windcutter 3
- Swashbucklers wander around your ship to protect your shipmates (and
- you!) in the event of an attack on deck. They are not able to be
- assigned a station either and CAN get trapped behind closed doors.
- They will attack anyone on the boat that does not possess boarding perms
- afflicting damage, knocking the enemy prone, webbing, and inflicting
- blackouts.
- Composed by: Elipise on or about the 6th of Scarlatan, 766 AF.
- Greetings. You're a landlubber, about to learn how to become one of the
- most competent captains in the land.
- We'll begin with things every sailor MUST be.
- Cool-headed. Don't get angry and abandon ship. Don't let your anger
- cloud your judgement, causing you to engage in close combat with an
- enemy when you should be moving away to repair. You must always make
- cool-headed assessments of situations and adapt without allowing your
- personal emotions to sway you.
- Patient. The sea is a vast place. It's going to take time getting from
- one harbour to the other, sometimes even as long as a day or two.
- Remember your crew looks to you to lead. They are not you. Be patient in
- explaining your orders, but do not put up with idiocy. Keel-hauling
- exists for a reason.
- Fearless. As you sail the seas you will encounter enemies. Citizens of
- Targossas have natural enemies even beyond the seamonsters when you stir
- their nests. These enemies include the Mariners of Baelgrim (TLS will
- prefix the name of their ships) and the Pirates of Meropis. These
- enemies WILL attack as soon as they see you. The Mariners will simply
- keep attacking. The Pirates of Meropis will attempt to get you to pay a
- 'protection' fee. Whether it is your personal ship or a naval one, do
- NOT agree to pay this fee. If you do, you will be assisting the enemies
- of Good and Targossas, thus committing the crime of treason.
- -Basics before leaving Harbour-
- Next we are going over things that must be done before you ever leave
- harbour.
- SHIP ASSUME COMMAND: This will cause you to be in command of the ship if
- you are not already.
- SHIP STRONGBOX CHECK: Check your strongbox from inside your cabin. You
- will need enough gold for harbour fees in addition to having enough to
- feed your crew. If there is not enough, have gold in your hand, then
- SHIP STRONGBOX DEPOSIT (x) gold.
- SHIP INFO: This tells you the condition of the ship. It will inform you
- of any fires, any repairs that needs to be done, the rations for the
- crew, et cetera.
- INVOKE SEA SPIRIT: This merges your psyche with the seaspirit inside the
- figurehead of your ship. If you leave the room or starshot strikes it,
- you will lose the merge. You can remerge by repeating the action.
- TOUCH FIGUREHEAD: This tells you how much power is in the figurehead.
- There is a limit of 10000 power maximum. Seaspells use it. Only sailing
- replenishes it.
- SHIPWARNING ON: This alerts you to any ships that sail nearby. This is
- especially useful in sensing enemy ships before they sense you. However,
- it drains your Willpower. Having a Megalith tattoo active eases this.
- Check to see that your adventurer crew is properly prepared. They need
- buckets, rope, ship axes, and tokens of Charbydis. Have set goals and/or
- a destination in mind. Communicate this clearly to your crew. Also, have
- a PARTY telepathic link up to communicate with
- your crew. Inform each member what you expect each person to be doing.
- Have at least one person ready to fire the onager and one person ready
- to fire the ballista. This greatly reduces the time spent floundering
- about if you have to fight.
- -Basics to get from Here to There-
- You are prepared. Now, it is time to castoff. Here are the basics to get
- you to wherever you need go.
- SHIP RAISE ANCHOR: This raises the anchor of the ship. This is necessary
- before you cast off. If you need to lower it, remember to SHIP LOWER
- ANCHOR.
- SHIP RAISE PLANK: This raises the plank of the ship, disallowing anyone
- else to board unless they can SHIPRETURN GO to the ship. To lower it,
- SHIP LOWER PLANK.
- SHIP CASTOFF: This casts the ship off from the harbour. Before you cast
- off, the ship has to be facing away from the harbour in one of the eight
- cardinal directions.
- SAY TURN (DIRECTION): This is preferred over SHIP TURN as it does not
- cause you to lose your focus. This is vital when you are in a naval
- fight and firing a weapon at the same time. Remember to use every
- possible advantage during a fight, including being a hand on a weapon
- yourself. You can turn any of the cardinal directions (N, NNE, NE, ENE,
- E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW, NNW). (An example: SAY
- TURN NE to get the ship to
- turn NE.)
- SHIP ROW: This causes the crew of the ship to row. They cannot row
- during stormy seas.
- SHIP SAILS SET: This will set your sails open to a certain percentage,
- from 0 to 100. Sails will not work on a glassy sea unless you INVOKE
- WINDBOOST. You will want to have your sails full when facing a clear
- destination. You will want to shorten them as you near obstacles.
- SHIP ALL STOP: This stops the ship entirely.
- SHIP DOCK (DIRECTION): This causes the ship to dock in in the direction
- it is facing.
- -How to Repair at Sea-
- As you sail your ship will take damage. Some of it is natural over time.
- Some of it is due to being attacked by either seamonsters or enemy
- ships.
- SHIP REPAIR ALL: This repairs the hull and sails. When sails are damaged
- below 30%, they cannot be swung up in. This will cause any fires in it
- to be unable to be doused or chainshot unable to be cleared.
- MAINTAIN HULL: This causes the hull to receive less damage at the cost
- of your willpower.
- MAINTAIN SAILS: This causes the sails to receive less damage at the cost
- of your willpower.
- CLEAR FIGUREHEAD: This clears the starshot from the figurehead. When the
- starshot is removed, you can INVOKE SEA SPIRIT again to remerge.
- CLEAR ONAGER
- CLEAR BALLISTA
- CLEAR ARM: These three commands will clear the spidershot from your
- weapons, thus enabling them to be used again.
- CLEAR SAILS: This clears the sails which will allow them to be used
- again.
- DOUSE: This is a skill in survival. All you need is a bucket and rope.
- FILL BUCKET WITH WATER, then DOUSE ROOM (or DOUSE SAILS if the fire is
- there.)
- CHOP TETHER: The enemy will sometimes fire hookshot at your ship when
- they get next to you. This will immobilize you. Have a ship axe in your
- inventory, CHOP TETHER to disengage their tethers. It is advised that
- you sail a distance away.
- -How to fight at Sea-
- Sometimes you will choose to fight. There is a difference between
- fighting seamonsters and enemy ships.
- LOAD ONAGER WITH DART (DIPPED if you are fighting an enemy ship): This
- will damage the enemy. Dipped ammunition sets enemy ships ablaze.
- LOAD BALLISTA WITH STARSHOT (DIPPED if you are fighting an enemy ship:
- This will cause seamonsters to slow down. It will cause the captain of
- the enemy ship to lose their merge with the figurehead. Dipped
- ammunition sets enemy ships ablaze.
- LOAD BALLISTA WITH SPIDERSHOT: This will cause the seamonster to attack
- slowly. If it is fired at an enemy ship, it will cause one of their
- weapons to be unusable until it is removed.
- LOAD BALLISTA WITH CHAINSHOT (DIPPED if you are fighting an enemy ship:
- This will cause the seamonster to do less damage with their attacks. If
- it is fired at an enemy ship, it will tangle their sails and, if dipped,
- will cause them to be ablaze.
- LOAD ARM WITH WARDISC: This will damage seamonsters. If it is fired at
- an enemy ship it will cause their crew to duck. This hinders their
- ability to row.
- When fighting seamonsters, remember that they are in 'nests'. If you
- leave the nest they will not pursue you. If you lose sight of them for a
- period of time, they will go back under. There are also different
- tactics for fighting the various seamonsters. Once you have slain a
- seamonster, they take approximately 4 minutes to respawn.
- When you fight enemy ships, keep a vat of dragon's tears where the
- weapons are. Keep in mind the locations of harbours nearby. Remember
- that you can INVOKE WAVECALL if you have the seaspell invested to block
- them from being able to dock in a harbour. (If by chance you wavecall
- into the harbour, you will be docked.) Be alert for any other ships
- coming to assist them. Also, never forget that sometimes a strategic
- retreat will enable you to return to defeat them.
- -Seaspells-
- There are a variety of seaspells. You can invest up to four on a ship.
- The standard ones that are recommended are as follows:
- WINDBOOST: This allows your sails to take advantage of what wind there
- is.
- WAVECALL: This enables waves to force your ship up to 8 metrons in a
- direction. Be warned. This uses quite a bit of willpower, endurance, and
- damages the ship.
- RAINSTORM: This causes a gentle rain to put out any fires on your ship.
- This is especially useful for fights.
- -Tips from a Sailor-
- You will want to take full advantage of the ship you are on. Windcutters
- take the most damage but are extremely maneuverable. This is useful for
- losing the enemy in chops as well as outmaneuvering them. They can also
- sail against the wind with lesss
- of a penalty. Seastriders take longer to turn, but they can withstand a
- bit more damage. They also have more use of the wind when sailing into
- it. Galleys take the longest to turn but they can withstand the most
- damage. They also have the best speed when sailing into the wind.
- If your destination is is in a direction against the wind, do not
- hesitate to zig zag. This takes advantage of the wind while enabling you
- to reach your destination a timely manner.
- SHIP CREW is useful to check. The more devoted the crew is to the ship,
- the better their performance will be.
- Some traits are very useful. TRAIT LIST INFO ADMIRAL is something to
- check out since it will enable your crew to respond better to your
- orders.
- Have your shipreturn set to the ship you are on. This will enable you to
- return to it if you have to leave it at an island.
- If your ship is badly damaged, SHIP LOWER ANCHOR then SHIP REPAIR ALL.
- This repairs the ship at a much quicker rate than repairing as you are
- sailing. In order to raise the anchor before your ship is fully
- repaired, SHIP REPAIR STOP.
- --A special note of thanks to Lii for composing this.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- DECKHAND SPECIALISATION
- -----------------------
- Despite the mundane name, a skilled Deckhand is crucial to any serious
- enterprise at sea, possessing the means to turn the vessel they are
- aboard into a defensive powerhouse. (CLHELP SHIPAURAS)
- Deckhands may also salvage sunken vessels via Salvageops, and can cook
- deep-sea fish for the ship's stores.
- They may also direct the ship's swashbucklers to plunder loot from
- grappled vessels.
- Master Deckhands are so familiar with matters of ship repair that under
- their tutelage, the ship's crew may manage to put fires out of their own
- accord.
- You may learn this from Rorthgar, the mariner, in Ilyrean.
- -------------------------
- Deckhandaura - Summon the aura of the deckhand.
- * The ability grants access to the deckhand ship aura, turning the ship
- defensively. CLHELP SHIPAURAS for more information.
- Salvageops - Recover sunken ships.
- * SHIP SALVAGE SCAN
- * SHIP SALVAGE <ship id>
- * SHIP SALVAGE STOP
- * Recover a sunken vessel from the murky deeps. You will need to locate
- the vessel using the SCAN ability, and when you are directly above the
- wreck you can begin the salvage operation. This takes a considerably
- long time to do, and will keep your crew off-balance for the entire
- time. You can abort the operation and recover crew balance at any time.
- Plundering - Command your Swashbucklers to board a grappled ship to
- pilfer their good.
- * PLUNDER <ship>
- * CHOP HOOK
- * This will send your crew of Swashbucklers to board an enemy ship
- provided both vessels are adjacent, and one ship is grappling the other.
- Be wary, as subsequent plunder attempts will put the defending
- Swashbucklers on high alert, resulting in lower success rate and
- increased danger to your invading crew.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- SHIP HELM SPECIALISATION
- ------------------------
- A skilled Helmsman (or Helmswoman) is crucial to success at sea. Their
- expertise permits an air of learning aboard the vessel they are
- stationed on, resulting in increased experience and morale gain for the
- crew aboard. (CLHELP SHIPAURAS).
- Their expertise with the rudder and keel permit them access to the
- tactics known as "Shipstates", which include contingencies for
- emergencies and the steadygoing state, which increases the accuracy of
- any gunners aboard the vessel.
- A seasoned Helmsman may issue what is known as a "Smart Order",
- eliciting minute adjustments in the rudder on a continuous basis to
- vastly increase the turning speed of a vessel for a short period of
- time. Similarly, they may also issue avoidance tactics in dire
- situations to prevent enemy shots from hitting the vessel, or enemy
- attempts to ram the vessel.
- A master Helmsman is capable of squeezing all possible speed out of his
- rowers.
- You may learn this specialisation from Ambo, the Sailor, on the island
- of Zaphar.
- -------
- Helmaura - Summon the aura of the helmsman
- * Crew gain bonus morale and XP from ship stuff (seamonsters, combat)
- Steadygoing - Maximising steadiness while under weigh.
- * SHIP MANOEUVRE STEADYGOING
- * Begin manoeuvres that will provide a steadier base for your ship's
- weapons.
- Emergencies - Manoeuvres to get you out of the worst situations.
- * SHIP MANOEUVRE EMERGENCIES
- * Emergency Manoeuvres helps with dodging whirlpools, ordering balance,
- reduces turning time, and decreases weapon accuracy.
- Smartorders - Get the most out of your crew
- * SHIP SMARTORDERS
- * By galvanising your crew, you can increase your ships rate of turning
- by up to 20%. however, they'll be unable to maintain such a pace for
- long, and this ability can only be performed every 10 minutes
- * This lasts for 2 minutes.
- Evasives - Manoeuvres to avoid enemies and enemy weapons.
- * SHIP MANOEUVRE EVASIVES
- Jink - Slide around obstructing ships.
- * JINK CLEAR|LARBOARD or LEFT|STARBOARD or RIGHT|SHOW
- * Avoid collisions with other ships by setting the jink direction
- beforehand.
- Composed by: Rohai on or about the 17th of Valnuary, 710 AF.
- Targossian Navy Sailing Directions
- ----------------------------------
- MISSION:
- To keep the seas clear of enemy forces.
- PRIORITIES:
- - Maintain a combat ready naval force.
- - Secure the interests of Targossas abroad.
- - Establish maritime superiority throughout and beyond Sapience.
- VISION:
- - The Navy will play a critical role in the fight against the enemies of
- Creation, recognising the sea as an important front offensively and
- defensively.
- - The Navy will secure Targossian access to the seas and be a key
- enabler of economic prosperity, providing defense for Targossian trade
- vessels and deterring pirates' interference.
- - The Navy will provide training for Sailors to learn command and combat
- on the seas.
- GUIDING PRINCIPLES:
- - Vigilance: The Fleet will remain vigilant and ready to detect and
- react decisively and definitively to enemy threats on the seas.
- - Forward presence: City vessels will be forward-deployed to deter
- aggression, enhance response capability, and where applicable, build and
- strengthen alliances.
- - Collaboration: The Navy will work jointly with the Dawnblade House and
- the Army throughout mission planning and execution.
- - Transparency: The Navy will report each voyage, detailing the dates,
- destinations, passengers and captains, and reason behind the trip to the
- city logs.
- Composed by: Kaiu on or about the 4th of Glacian, 739 AF.
- SHIP TRADE ROUTE HARBOURS
- Below is a list of all the harbours that have cargo for sale and trade.
- Included is the docking fee if applicable.
- Ageiro: (no fee)
- Cargo for trade: 1 gems. Price: 2 tabac.
- Cargo for trade: 3 silk. Price: 2 tabac.
- Colchis: (no fee)
- Cargo for trade: 2 silk. Price: 3 marble.
- Cargo for trade: 2 perfume. Price: 3 incense.
- Cargo for trade: 3 glass. Price: 2 incense.
- Karbaz: (200 gold fee)
- Cargo for trade: 2 ceramics. Price: 3 honey.
- Cargo for trade: 2 ceramics. Price: 3 hemp.
- Cargo for trade: 2 marble. Price: 3 hemp.
- Cargo for trade: 2 marble. Price: 3 granite.
- Minos: (no fee)
- Cargo for trade: 3 honey. Price: 4 salt.
- Cargo for trade: 2 wine. Price: 3 marble.
- Cargo for trade: 2 wine. Price: 3 tea.
- Mysia: (1000 gold fee)
- Cargo for trade: 2 tabac. Price: 3 porcelain.
- Cargo for trade: 2 tabac. Price: 3 silk.
- Cargo for trade: 3 ceramics. Price: 2 porcelain.
- Cargo for trade: 3 ceramics. Price: 2 silk.
- Orilla: (no fee)
- Cargo for trade: 3 terracotta. Price: 4 cotton.
- Shala-Khulia : (500g gold fee)
- Cargo for trade: 2 incense. Price: 3 glass
- Shastaan: (1000 gold fee)
- Cargo for sale: 1 cotton. Price: 1000 gp.
- Cargo for trade: 3 hemp. Price: 4 furs.
- Cargo for trade: 1 gems. Price: 2 perfume.
- Cargo for trade: 3 wine. Price: 2 perfume.
- Cargo for sale: 1 sandstone. Price: 1000 gp.
- Suliel: (west 500 gold fee, east no fee)
- Cargo for trade: 1 furs. Price: 1 wool.
- Cargo for trade: 2 incense. Price: 3 kawhe.
- Tasur'ke: (2000 gold fee)
- Cargo for sale: 1 wool. Price: 1000 gp.
- Cargo for trade: 3 granite. Price: 4 sandstone.
- Cargo for trade: 2 kawhe. Price: 3 sugar.
- Thraasi: (2000 gold fee)
- Cargo for sale: 1 ore. Price: 1000 gp.
- Cargo for trade: 2 glass. Price: 3 fruits.
- Cargo for trade: 2 armaments. Price: 1 spices.
- Cargo for sale: 1 grain. Price: 1000 gp.
- Umbrin: (no fee)
- Cargo for trade: 2 porcelain. Price: 3 ceramics.
- Cargo for trade: 2 armaments. Price: 3 wine.
- Cargo for trade: 3 kawhe. Price: 2 wine.
- Zanzibaar: (2000 gold fee)
- Cargo for trade: 3 fruits. Price: 4 ore.
- Cargo for trade: 2 tea. Price: 3 terracotta.
- Cargo for trade: 1 spices. Price: 2 armaments.
- Cargo for trade: 2 perfume. Price: 1 gems.
- Cargo for trade: 3 incense. Price: 2 armaments.
- Zaphar: (100 gold fee)
- Cargo for sale: 1 salt. Price: 1000 gp.
- Cargo for trade: 3 sugar. Price: 4 grain.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- To rise amongst the ranks of Midshipmen to become a Captain demonstrates
- a much larger knowledge of how a ship works. The ability to keep the
- ship and all its crew to work as a single unit is not an easy task. You
- will be looked upon to lead by example, to give the orders and to be the
- leading officer in our mission. As a result, the path to Captain is not
- an easy one. There are two sections of this last test, one of which is a
- theory test to show your knowledge with the proctor, the second is to
- board a ship and actually demonstrate it.
- The discussion with either the Admiral or Vice-Admiral shall cover:
- * The roles of each specialisation on a ship.
- * The different ship weapons and their corresponding ammunition.
- * The preparations required before combat with an enemy ship.
- * How to properly communicate with a crew and what information needed.
- * What each of the ship maneuvers do.
- * What each of the seaspells do.
- * What factions we engage at sea and how to identify them.
- * Tactics in how to sink a ship
- * Several hypothetical crews of members of the navy and how to make best
- use of them aboard a strider.
- The practical examination will cover:
- * Satisfactory performance either in the ship arena or live combat of a
- seastrider
- * Live combat exercise using a windcutter to escape a seastrider
- * Demonstrations of being able to prevent or stop any crippling of a
- ship (fire, spidershot etc)
- * Flawless sailing from Targossas to Shala-Khulia and back
- * Demonstration of using seaspells and auras efficiently.
- Skill requirements to pass this stage:
- * Fireweapon in Seafaring.
- * Dousing in Survival.
- Completing these tasks will grant you the honour of Captain in the
- Celestial Targossian Navy, a title which is not often given out. This
- will also grant you the right to all the fleets ships, the shiprental
- scheme is no longer applicable to you, and most importantly the navy
- will look to you in times of conflict when the Admiral or Vice-Admiral
- are not present. You are our front runners in the fight against our
- enemies upon the seas.
- Composed by: Avianca on or about the 1st of Mayan, 645 AF.
- Tritons are fairly humanlike in appearance with bluish skin and well
- developed gills and fins. They are able to travel comfortably on land
- and in the sea. They are a noble people who have lived for thousands of
- years without landwalker influence. Not all tritons worship Lord Neraeos
- and none worship Him in the way that the landwalker priests (the Nerai)
- do.
- There are several tritonic city-states and each is vastly different. To
- paint them all with the same brush would be to paint each landwalker in
- the same way. Mhaldorians, Ashtani, Targossians, Cyrenians, Hashani, and
- Eleusians - none of us get along all the time and some of us will
- -never- get along. In this sense, the tritonic city-states are the same
- way.
- Scyros is located in the Scyrian Reaches. Scyros is at war with Phocia
- over the remains of Lemnos and with Lothos, their hereditary rivals,
- over control of the Cnidian Gates. Their citadels will attack landwalker
- ships if they feel threatened. Scyros has been known to send scouts as
- far as the Sapphire Sea.
- Phocia is located in the Phocian Reaches. Phocia is at war with Scyros
- over the remains of Lemnos. Their citadels will attack landwalker ships
- if they feel threatened.
- Lothos is located in the Bay of Dardanos. Landwalkers are free to visit
- their city, as long as you are respectful. Lothos is at odds with
- Scyros, their hereditary rivals, particularly in the Cnidian Gates.
- Their citadels will not often attack landwalker ships, but you are safer
- to keep your distance. They won't protect you.
- Caspia is located in the Caspiite Reaches. These are potentially the
- most dangerous threat, though the other tritons simply write them off as
- mad or a minor annoyance. They believe Lord Caspian is still the
- rightful ruler of the seas and that Lord Neraeos is a usurper to the
- throne. They have skilled tongues and will attempt to convert your crew.
- Avoid them at all costs and kill them when you see them at a northern
- harbour.
- Lemnos is a ruined city in the Lemnian Reaches. Scyros and Phocia often
- battle in this area over control of the ruins.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- SHIP COMMAND SPECIALISATION
- ---------------------------
- Seafaring Commanders are skilled at directing crew aboard vessels. As
- such, this is typically a mainstay specialisation for anyone interested
- in captaining a vessel themselves.
- Commanders are capable of reducing the energy required to invoke the
- Notic seaspells. (CLHELP SHIPAURAS)
- They may also extend their senses to get a general overview of all ships
- they have been granted access to, a feat known as FLEETSENSE. The crew
- respects a Commander enough to keelhaul any unruly lout aboard their
- vessel on their orders, should it come to pass.
- Skilled Commanders may also weave a blocking enchantment aboard a
- vessel, preventing all telepathic communication from reaching the
- vessel.
- Master Commanders may also impart a significant savings in figurehead
- energy when using seaspells whilst melded to a figurehead, and have the
- unique means to cast seaspells whilst unmelded for a significantly
- higher cost overall.
- You can specialise in command by seeking Aitroyo, the harbourmaster,
- near the harbour on the island of Zanzibaar.
- --------------------------------------------------------------
- Commandaura - Summon an aura of command
- * This ability grants access to the command ship aura. See AB SEAFARING
- SHIPAURA for details.
- Fleetsense - Details on ships of the same ownership or fleet.
- * FLEETSENSE
- Keelhaul - Special treatment for one special persona aboard.
- * KEELHAUL <unlucky target>
- * Send the unfortunate soul to a watery doom.
- Commscreen - Screen communications from the mainland.
- * SHIP COMMSCREEN CHECK
- * SHIP COMMSCREEN RAISE
- * SHIP COMMSCREEN LOWER
- Remote - Sometimes, the captain's needed on desk
- * Your mastery of command is so great that you may now invoke seaspells
- when not melded with the figurehead.
- *However, they shall cost half again as much power as normal.
- *Wavecall is excluded from this ability.
- - Shipcloak - 250 to 325
- - Shield - 200 to 300
- - Rainstorm - 50 to 75
- - Barrier - 300 to 450
- - Windboost - 150 to 225
- - Whirlpool - 200 to 300
- - Wavescythe- 200 to 300
- Composed by: Rohai on or about the 15th of Ero, 710 AF.
- The following essense is from deepsea diving:
- Denizen Essense
- ======= =======
- two-headed fish 344
- herd of hippocampi 743
- hulking geryas 790
- sea cucumber 148
- giant hatchetfish 395
- ivory bloomshell turtle 1385
- coelacanth 595
- gigantic sea spider 2231
- millstone fish 446
- whiskerknot skrei 170
- serpentine merrow 1486
- peppermint stripefish 255
- spotted fangtooth 654
- pale, four-fin ray 964
- redfin tuna 1585
- hideaway nautilus 892
- Composed by: Will on or about the 21st of Phaestian, 728 AF.
- Welcome to the Celestial Targossian Navy, Cadet. You've taken the first
- step in the path to someday captaining your own ship or at the very
- least have the honour of being able to use the fleet. These first steps
- are the most important as they lay the foundation of your knowledge of
- all things seafaring (and a fair bit of it there is too). As a Cadet,
- you will learn the basic principles of how to be an efficient crew
- member, wherever you decide to specialise in.
- To start, please speak with the Admiral of the fleet or any of their
- aides (AIDES MARITIME) in obtaining a marque of unquestionable
- seaworthiness if you do not already possess one. Once obtained, you may
- ATTEST it at seven harbour locations: Tenwat, Sea Lion Cove, and Mysia
- are accessable without need for sailing and can be done straight away.
- Zanzibaar, Tapoa, Zaphar and Clockwork however, require sailing to and
- so your best bet would be to ask on the clan for a captain to assist
- you.
- Now that you have access to the seafaring skillset, you are well on your
- way to having access to the fleet ships. Feel free to learn as much or
- as less into seafaring as you wish. Then, having read all the
- reccomended scrolls, complete the following three tasks in order to
- demonstrate yourself ready to venture out into the vast oceans around
- Sapience and Meropis. The Admiral or any aides can proctor this small
- test. The tasks are as follows:
- o Complete a sail around the Ulangi islands from Targossas harbour. Be
- prepared to know all the simple things from start to finish, from
- raising the gangplank to making sure you set the sails and row for the
- best speed. Any Captain or Aide as per CLANHELP CTN can take you on one
- of the city ships to do this. Bonus points if you do not crash!
- o A short discussion with your invigilator on:
- - The purpose of and how to check the following:
- * the figurehead
- * the ship stores
- * the strongbox
- * the crew
- - What to do if your ship is on fire.
- - What to do if your ship has been sunk.
- - What they should bring before sailing.
- - How to utilise ship auras whilst sailing
- o A message to the Admiral or Vice-Admiral on your selection of your
- first Seafaring Promotion Point, so that CLHELP SEAFARERS can be updated
- with your name on the list. Do note that this is not permanent, and you
- can always re-spec if you change your mind.
- - Reccomended reading:
- - HELP FIGUREHEAD
- - HELP NEWTOSHIPS
- - HELP SINKING
- - HELP 23
- - CLHELP DECKHAND
- - CLHELP WEAPONS
- - CLHELP WATCH
- - CLHELP COMMAND
- - CLHELP SEAFARERS
- After successfully showing that you are capable to handle a ship, you
- are now able select access to the city's fleet. A number of ships will
- be usable for practice, personal use or trades or anything. CLHELP FLEET
- will show you which ships are usable.
- Should you wish to have full access to the fleet, and become of the
- navy's fleet captains, then the next step would be to read CLHELP
- CAPTAIN, where one can train toward a more advanced level of seafaring.
- Composed by: Will on or about the 14th of Glacian, 728 AF.
- SHIP WATCH SPECIALISATION
- -------------------------
- The Watch specialization focuses on enhancing awareness of one's
- surroundings at sea through use of vision, as the name suggests.
- Watchmen (and Watchwomen) are afforded an aura that significantly
- increases agility when entering the ship's nest and rigging (CLHELP
- SHIPAURA). They may also use nautical spyglasses at lower ranks to
- discern more information about seamonsters and adjacent vessels.
- Later on, their acuity with a spyglass can be used to discern all aboard
- a particular vessel nearby via SHIPWHO. They may also make use of the
- ANTICIPATE tactic, allowing them to detect when a nearby vessel makes a
- change in heading.
- You may learn this specialization from Natalie, the ferrywoman, in
- Shala-Khulia.
- ----------------------------------------------------
- Watchaura - Summon an aura of omniscience
- * This ability grants access to the watch ship aura, affording an aura
- that increases agility using the mast and rigging. It also allows the
- spyglass to gain more information about seamonsters and adjacent
- vessels.
- Spyglass - Gain greater detail on your surroundings.
- * INFO <direction>
- * INFO <direction> item]
- * Gain some detail on non-ship items in the ocean surrounding your ship.
- You must have a spyglass in your inventory.
- * Gain information on a harbour within reasonable distance. You must
- have a spyglass in your inventory.
- Anticipate - Know when a ship changes course or manoeuvre.
- * SHIP ANTICIPATE SHOW
- * SHIP ANTICIPATE STOP
- * SHIP ANTICIPATE START <full or short name of ship in range>
- Composed by: Halos on or about the 18th of Sarapin, 663 AF.
- Port | Description
- ====================================================================
- Aalen | A stretch of beach near the sea.
- Ageiro | Upon a rotting dock.
- Altar | Upon a thin strip of fine black sand.
- Ashtan | The Harbour of Ashtan.
- Bitterflow | Sandy beach.
- Clockwork | Rusted landing.
- Colchis | End of a large dock.
- Eastern Shore | Overlooking the sea.
- Eirenwaar | Rocky beach at the base of a mountain.
- Ilyrean Isles | A nearly frozen harbour.
- Karbaz | A quay upon dark waters
- Lothos | Empty sandy beaches
- Mhaldor | North End of Claw Cove
- Minos | End of the eastern pier.
- Mysia | On the Mysian dock.
- New Hope | Rock-strewn beach.
- No Idea Isle | A bleak rocky outcropping rising from the waves
- North Forest | Sandy beach.
- N. Scrublands | Rockbound cove.
- Orilla | Overlooking the lagoon.
- Phereklos | In icy shallows.
- Polyargos | Shore of a shallow bay.
- Prin | A massive fallen tree.
- Rageteeth | Rageteeth beach.
- Riparium | A rocky beach in a cove.
- Sealion Cove | A sandy stretch of beach.
- Shala-Khulia | A natural harbour.
- Shallam | A harbour in ruin.
- Shiparena | A broad beach/ A crescent-shaped island
- Shipwreck Isle| A hidden cove.
- Targossas | A natural harbour. The harbour of Targossas
- Ulangi | Beach alongside a rock-strewn lagoon.
- Suliel, East | A lowland cove.
- Suliel, West | An icy pier.
- Tapoa | North end of the beach.
- Tasur'ke | The harbour of Tasur'ke.
- Tenwat | A desolate shoreline.
- Thraasi | Upon a reinforced pier.
- Tuar | A shadowy landing.
- Ulangi, North | Fortified harbour.
- Ulangi, South | Beach alongside a rock-strewn lagoon.
- Umbrin | Boardwalk between moored ships.
- Valho Coast | By the gelid waters.
- Zanzibaar | Overlooking the harbour.
- Zaphar | At the end of a pair of docks.
- This scroll provided courtesy of the Mariner's Guild
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