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  1.  
  2.  
  3. Composed by: Auvar on or about the 8th of Phaestian, 744 AF.
  4.  
  5. --===================================--
  6. --==== C O M M O D I T Y - S H O P S ====--
  7. --===================================--
  8.  
  9. |----------------------------------------------------------------------|
  10. |== LOWEST PRICES ================|== OTHER LOCATIONS =================|
  11. |----------------------------------------------------------------------|
  12. | CLOTH 23 gp @ Orilla | Luman Shastaan Tsol'aa |
  13. | | Tasur'ke Zanzibaar |
  14. |----------------------------------------------------------------------|
  15. | LACQUER 350 gp | Luman Zanzibaar |
  16. |----------------------------------------------------------------------|
  17. | LEATHER 33 gp | el'Jazira Ulangi Jaru |
  18. | | Orilla |
  19. |----------------------------------------------------------------------|
  20. | ROPE 23 gp @ Orilla | el'Jazira Jaru Luman |
  21. | | Zanzibaar |
  22. |----------------------------------------------------------------------|
  23. | WOOD 26 gp @ Tuar, Zaphar | Luman Orilla Tasur'ke |
  24. | 28 gp @ Thera, Ulangi | Tsol'aa |
  25. |----------------------------------------------------------------------|
  26.  
  27. Composed by: Daeir on or about the 19th of Sarapin, 715 AF.
  28.  
  29. Ship Auras
  30. -----------
  31.  
  32. Colloquially referred to as "auras", Ship Auras are the names for
  33. effects on a vessel derived from the presence of a skilled mariner (or
  34. several). These effects come from deep specialization within a given
  35. field (see CLHELP WATCH, HELM, COMMAND, DECKHAND, WEAPONS for more), and
  36. scale with the level of skill in said field.
  37.  
  38. I stands for the entry level specialisation, with V being the end level
  39. of mastery in that field.
  40.  
  41. Auras may be activated on a vessel by the AURAS command aboard a vessel.
  42. Note that you may have only one dominant specialization aura at a time
  43. per person, and there is a significant delay before you may switch to
  44. another.
  45.  
  46. Watch:
  47. I: Balance cost reduction on climbing mast/nest/rigging
  48. V: Reduced chop movement penalty and balanceless mast/rigging/nest
  49. climbing
  50.  
  51. Weapons:
  52. I: Weapon accuracy increase
  53. V: Cause significantly more leaking damage on weapon hit, significantly
  54. increased accuracy
  55.  
  56. Command:
  57. I: Seaspell cost reduction
  58. V: Significant seaspell cost reduction and ability to cast seaspells
  59. while unmelded and away from the figurehead
  60.  
  61. Helm:
  62. I: Additional morale and XP rate increase from all Seafaring activities
  63. V: Enhanced rowing speed + significantly increased morale and XP rate
  64.  
  65. Deckhand
  66. I: Chance of increased repair amount per repair cycle
  67. V: Significantly increased chance of repair per cycle and ability for
  68. crew to sometimes put out a fire aboard the vessel automatically
  69.  
  70. ----------
  71.  
  72. Windcutters may have three auras in effect at once.
  73.  
  74. Seastriders may have four auras in effect at once.
  75.  
  76. War Galleys may have five auras (all of them) in effect at once.
  77.  
  78. Composed by: Will on or about the 14th of Glacian, 728 AF.
  79.  
  80. SHIP WEAPONS SPECIALISATION
  81. ---------------------------
  82.  
  83. A Weapons specialist is the backbone of any successful naval expedition,
  84. granting massive bonuses to the tools of war aboard any vessel.
  85.  
  86. Weapons specialists possess an aura which will increase the accuracy of
  87. any weapons fired from that ship (CLHELP SHIPAURAS). They are also
  88. capable of enhancing ammunition with dragon's tears to do more damage
  89. and have a chance of setting the victim vessel alight. They may also
  90. mend and maintain the weapons aboard a ship, and are capable of using
  91. the hookshot ammunition to grapple with another vessel.
  92.  
  93. Highly experienced weapons specialists know exactly where to strike to
  94. cause maximum damage, affording the chance to cause enemy vessels to
  95. take on water faster, reducing their movement speed and agility.
  96.  
  97. This specialisation may be learned from Hawkins, the shipwright, on the
  98. Eastern shore.
  99.  
  100.  
  101. ------------------------------------------------------------------------
  102. How to fire a weapon:
  103.  
  104. 1) Make sure there is suitable ammo in storage (SHIP AMMO for the list
  105. of commands, requires you be in the command or crewchief position)
  106.  
  107. 2) Load the weapon with the ammo of choice; this process does not
  108. require balance (LOAD <WEAPON> WITH <AMMO> or LOAD <WEAPON> WITH <AMMO>
  109. DIPPED).
  110.  
  111. 3) Start the process of firing the weapon at the target. The target must
  112. be in range to start the process.
  113.  
  114. The ranges for the weapons are:
  115. *Arm: 3 metrons
  116. *Ballista: 5 metrons
  117. *Onager: 6 metrons
  118.  
  119. The commands are:
  120. *FIRE <WEAPON> AT <TARGETSHIPFULLNAME>
  121. *FIRE <WEAPON> AT <TARGETSHIP's TARGET SHORTNAME> //see SHIP TARGET to
  122. set that up
  123. *FIRE <WEAPON> //This will fire at the ship that has been target locked
  124. by the captain, exception is flares which will fire up
  125. *FIRE <WEAPON> AT SEAMONSTER //This is how you shoot at seamonsters
  126.  
  127. This will initialize an aiming process that taking any signficant action
  128. (talking aloud, giving a ship command, NOTE: can talk on party) will
  129. disrupt.
  130.  
  131. 4) Complete the aiming process and fire the weapon. How long the aiming
  132. take depends on: manuevers, target distance, your skill in weaponry. The
  133. weapon will have a certain amount of time before it can be used again
  134. and the act of firing will introduce a recoil that will slightly disrupt
  135. all other gunners in the process of aiming.
  136.  
  137.  
  138. ------------------------------------------------------------------------
  139.  
  140. Weapon ablities:
  141.  
  142. Status - An overview of all of the ship's weapons.
  143. * SHIP WEAPON STATUS
  144. * Gain an overview of all the ship's weapons, including the details of
  145. their ammunition, damage and months of usefulness remaining.
  146.  
  147. Weaponsaura - Summon an aura of hostility.
  148. * This ability grants access to the ship weapons ship aura, which
  149. increases the accuracy of fired weapons.
  150.  
  151. Loadweapon - Load ship weapons without using balance.
  152. * this ability allows you to load ammunition into ship weapons without
  153. incurring any balance loss.
  154. * This is a passive ability.
  155.  
  156. Ammoenhancement - Improvements to ship's ammo.
  157. * LOAD <WEAPON> WITH <AMMO> DIPPED
  158. * ENVENOM WARDISC WITH <venom>
  159. * SECRETE <venom> ON WARDISC (if you have the Transcretion ability
  160. inVenom)
  161. * Your mastery of ship munitions is such that you can now enhancecertain types of ammunition.
  162. * Star-shot, chain-shot, and shafts may be coated in a special liquid,
  163. causing them to set aflame either the bow at the target ship, the target
  164. ship's sails, or the target ship's deck, respectively. Vats containing
  165. this rare liquid, called "dragon's tears", may be obtained from an
  166. apothecary upon a certain isle or the Navy's shop.
  167. * Wardiscs may be envenomed from vials, whether or not you have the
  168. Envenom ability otherwise. Those with the Venom ability Transcretion may
  169. also secrete venoms directly onto the wardisc. A wardisc may be
  170. envenomed with up to 40 venoms. Each coating of venom will only affect a
  171. single person on the target ship. Example: if you fire a wardisc coated
  172. with three coats of venom at another ship, and there are four
  173. adventurers on that ship's deck who are hit by the wardisc, the first
  174. venom will be delivered to one, the second to another, the final to the
  175. third, and none to the fourth. The utility of this is so limited that it
  176. is highly recommended to never do.
  177.  
  178. Weaponmaintenance - Ship's weapons repair and upkeep
  179. * SHIP WEAPON MAINTAIN <weapon>
  180. * Requires 1 wood, 1 iron, 1 rope per maintan.
  181. * Actively work to maintain the ship's onboard weapons. You will need to
  182. have the required commodities in your inventory at the beginning of each
  183. session, and complete eight MAINTAIN or REPAIRs to either add one month
  184. to the lifeo f the weapon or repair some of the damage the weapon has
  185. taken.
  186.  
  187. Grappling - Snare another ship with clawed hooks.
  188. * SHIP GRAPPLE <dir>
  189. * Rally your crew to ensnare an adjacent vessel with grappling hooks,
  190. binding it to your own.
  191. * SHIP DISENGAGE to get your vessel free when grappling or being
  192. grappled by another.
  193.  
  194.  
  195. Composed by: Greys on or about the 21st of Daedalan, 681 AF.
  196.  
  197.  
  198.  
  199. --PERSONNEL--
  200.  
  201. ::.SHIPMATES.:: (3000g to hire)
  202. Most That'll Do
  203. Recommended Any Good at All
  204. ----------- ---------------
  205. For a War Galley 15 50
  206. For a Seastrider 8 40
  207. For a Windcutter 3 15
  208.  
  209. The more shipmates you have, the faster any repairs are managed.
  210. Shipmates stay on deck and can be killed by a forceboard party. There is
  211. no way to assign a station to shipmates.
  212.  
  213.  
  214. ::.CREWMATES.:: (500g to hire)
  215. Thalassian
  216. War Galley Seastrider Windcutter
  217.  
  218. Size Large Medium Small
  219.  
  220. Crew Barebones 4 2 1
  221. Crew Low 8 5 2
  222. Crew Basic 32 20 8
  223. Crew Normal* 44 30 12
  224. Crew Large** 56 40 16
  225. Crew Huge*** 70 60 24
  226.  
  227. The more crewmates you have, the faster you row and the slower your crew
  228. tires (endurance). Your crewmates are unseen for the most part.
  229.  
  230.  
  231. ::.SWASHBUCKLERS.:: (5000g to hire)
  232.  
  233. For a War Galley 11
  234. For a seastrider 6
  235. For a Windcutter 3
  236.  
  237. Swashbucklers wander around your ship to protect your shipmates (and
  238. you!) in the event of an attack on deck. They are not able to be
  239. assigned a station either and CAN get trapped behind closed doors.
  240.  
  241. They will attack anyone on the boat that does not possess boarding perms
  242. afflicting damage, knocking the enemy prone, webbing, and inflicting
  243. blackouts.
  244.  
  245. Composed by: Elipise on or about the 6th of Scarlatan, 766 AF.
  246.  
  247. Greetings. You're a landlubber, about to learn how to become one of the
  248. most competent captains in the land.
  249.  
  250. We'll begin with things every sailor MUST be.
  251.  
  252. Cool-headed. Don't get angry and abandon ship. Don't let your anger
  253. cloud your judgement, causing you to engage in close combat with an
  254. enemy when you should be moving away to repair. You must always make
  255. cool-headed assessments of situations and adapt without allowing your
  256. personal emotions to sway you.
  257.  
  258. Patient. The sea is a vast place. It's going to take time getting from
  259. one harbour to the other, sometimes even as long as a day or two.
  260. Remember your crew looks to you to lead. They are not you. Be patient in
  261. explaining your orders, but do not put up with idiocy. Keel-hauling
  262. exists for a reason.
  263.  
  264. Fearless. As you sail the seas you will encounter enemies. Citizens of
  265. Targossas have natural enemies even beyond the seamonsters when you stir
  266. their nests. These enemies include the Mariners of Baelgrim (TLS will
  267. prefix the name of their ships) and the Pirates of Meropis. These
  268. enemies WILL attack as soon as they see you. The Mariners will simply
  269. keep attacking. The Pirates of Meropis will attempt to get you to pay a
  270. 'protection' fee. Whether it is your personal ship or a naval one, do
  271. NOT agree to pay this fee. If you do, you will be assisting the enemies
  272. of Good and Targossas, thus committing the crime of treason.
  273.  
  274. -Basics before leaving Harbour-
  275.  
  276. Next we are going over things that must be done before you ever leave
  277. harbour.
  278.  
  279. SHIP ASSUME COMMAND: This will cause you to be in command of the ship if
  280. you are not already.
  281.  
  282. SHIP STRONGBOX CHECK: Check your strongbox from inside your cabin. You
  283. will need enough gold for harbour fees in addition to having enough to
  284. feed your crew. If there is not enough, have gold in your hand, then
  285. SHIP STRONGBOX DEPOSIT (x) gold.
  286.  
  287. SHIP INFO: This tells you the condition of the ship. It will inform you
  288. of any fires, any repairs that needs to be done, the rations for the
  289. crew, et cetera.
  290.  
  291. INVOKE SEA SPIRIT: This merges your psyche with the seaspirit inside the
  292. figurehead of your ship. If you leave the room or starshot strikes it,
  293. you will lose the merge. You can remerge by repeating the action.
  294.  
  295. TOUCH FIGUREHEAD: This tells you how much power is in the figurehead.
  296. There is a limit of 10000 power maximum. Seaspells use it. Only sailing
  297. replenishes it.
  298.  
  299. SHIPWARNING ON: This alerts you to any ships that sail nearby. This is
  300. especially useful in sensing enemy ships before they sense you. However,
  301. it drains your Willpower. Having a Megalith tattoo active eases this.
  302.  
  303. Check to see that your adventurer crew is properly prepared. They need
  304. buckets, rope, ship axes, and tokens of Charbydis. Have set goals and/or
  305. a destination in mind. Communicate this clearly to your crew. Also, have
  306. a PARTY telepathic link up to communicate with
  307. your crew. Inform each member what you expect each person to be doing.
  308. Have at least one person ready to fire the onager and one person ready
  309. to fire the ballista. This greatly reduces the time spent floundering
  310. about if you have to fight.
  311.  
  312. -Basics to get from Here to There-
  313.  
  314. You are prepared. Now, it is time to castoff. Here are the basics to get
  315. you to wherever you need go.
  316.  
  317. SHIP RAISE ANCHOR: This raises the anchor of the ship. This is necessary
  318. before you cast off. If you need to lower it, remember to SHIP LOWER
  319. ANCHOR.
  320.  
  321. SHIP RAISE PLANK: This raises the plank of the ship, disallowing anyone
  322. else to board unless they can SHIPRETURN GO to the ship. To lower it,
  323. SHIP LOWER PLANK.
  324.  
  325. SHIP CASTOFF: This casts the ship off from the harbour. Before you cast
  326. off, the ship has to be facing away from the harbour in one of the eight
  327. cardinal directions.
  328.  
  329. SAY TURN (DIRECTION): This is preferred over SHIP TURN as it does not
  330. cause you to lose your focus. This is vital when you are in a naval
  331. fight and firing a weapon at the same time. Remember to use every
  332. possible advantage during a fight, including being a hand on a weapon
  333. yourself. You can turn any of the cardinal directions (N, NNE, NE, ENE,
  334. E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW, NNW). (An example: SAY
  335. TURN NE to get the ship to
  336. turn NE.)
  337.  
  338. SHIP ROW: This causes the crew of the ship to row. They cannot row
  339. during stormy seas.
  340.  
  341. SHIP SAILS SET: This will set your sails open to a certain percentage,
  342. from 0 to 100. Sails will not work on a glassy sea unless you INVOKE
  343. WINDBOOST. You will want to have your sails full when facing a clear
  344. destination. You will want to shorten them as you near obstacles.
  345.  
  346. SHIP ALL STOP: This stops the ship entirely.
  347.  
  348. SHIP DOCK (DIRECTION): This causes the ship to dock in in the direction
  349. it is facing.
  350.  
  351. -How to Repair at Sea-
  352.  
  353. As you sail your ship will take damage. Some of it is natural over time.
  354. Some of it is due to being attacked by either seamonsters or enemy
  355. ships.
  356.  
  357. SHIP REPAIR ALL: This repairs the hull and sails. When sails are damaged
  358. below 30%, they cannot be swung up in. This will cause any fires in it
  359. to be unable to be doused or chainshot unable to be cleared.
  360.  
  361. MAINTAIN HULL: This causes the hull to receive less damage at the cost
  362. of your willpower.
  363.  
  364. MAINTAIN SAILS: This causes the sails to receive less damage at the cost
  365. of your willpower.
  366.  
  367. CLEAR FIGUREHEAD: This clears the starshot from the figurehead. When the
  368. starshot is removed, you can INVOKE SEA SPIRIT again to remerge.
  369.  
  370. CLEAR ONAGER
  371. CLEAR BALLISTA
  372. CLEAR ARM: These three commands will clear the spidershot from your
  373. weapons, thus enabling them to be used again.
  374.  
  375. CLEAR SAILS: This clears the sails which will allow them to be used
  376. again.
  377.  
  378. DOUSE: This is a skill in survival. All you need is a bucket and rope.
  379. FILL BUCKET WITH WATER, then DOUSE ROOM (or DOUSE SAILS if the fire is
  380. there.)
  381.  
  382. CHOP TETHER: The enemy will sometimes fire hookshot at your ship when
  383. they get next to you. This will immobilize you. Have a ship axe in your
  384. inventory, CHOP TETHER to disengage their tethers. It is advised that
  385. you sail a distance away.
  386.  
  387. -How to fight at Sea-
  388.  
  389. Sometimes you will choose to fight. There is a difference between
  390. fighting seamonsters and enemy ships.
  391.  
  392. LOAD ONAGER WITH DART (DIPPED if you are fighting an enemy ship): This
  393. will damage the enemy. Dipped ammunition sets enemy ships ablaze.
  394.  
  395. LOAD BALLISTA WITH STARSHOT (DIPPED if you are fighting an enemy ship:
  396. This will cause seamonsters to slow down. It will cause the captain of
  397. the enemy ship to lose their merge with the figurehead. Dipped
  398. ammunition sets enemy ships ablaze.
  399.  
  400. LOAD BALLISTA WITH SPIDERSHOT: This will cause the seamonster to attack
  401. slowly. If it is fired at an enemy ship, it will cause one of their
  402. weapons to be unusable until it is removed.
  403.  
  404. LOAD BALLISTA WITH CHAINSHOT (DIPPED if you are fighting an enemy ship:
  405. This will cause the seamonster to do less damage with their attacks. If
  406. it is fired at an enemy ship, it will tangle their sails and, if dipped,
  407. will cause them to be ablaze.
  408.  
  409. LOAD ARM WITH WARDISC: This will damage seamonsters. If it is fired at
  410. an enemy ship it will cause their crew to duck. This hinders their
  411. ability to row.
  412.  
  413. When fighting seamonsters, remember that they are in 'nests'. If you
  414. leave the nest they will not pursue you. If you lose sight of them for a
  415. period of time, they will go back under. There are also different
  416. tactics for fighting the various seamonsters. Once you have slain a
  417. seamonster, they take approximately 4 minutes to respawn.
  418.  
  419. When you fight enemy ships, keep a vat of dragon's tears where the
  420. weapons are. Keep in mind the locations of harbours nearby. Remember
  421. that you can INVOKE WAVECALL if you have the seaspell invested to block
  422. them from being able to dock in a harbour. (If by chance you wavecall
  423. into the harbour, you will be docked.) Be alert for any other ships
  424. coming to assist them. Also, never forget that sometimes a strategic
  425. retreat will enable you to return to defeat them.
  426.  
  427. -Seaspells-
  428.  
  429. There are a variety of seaspells. You can invest up to four on a ship.
  430. The standard ones that are recommended are as follows:
  431.  
  432. WINDBOOST: This allows your sails to take advantage of what wind there
  433. is.
  434.  
  435. WAVECALL: This enables waves to force your ship up to 8 metrons in a
  436. direction. Be warned. This uses quite a bit of willpower, endurance, and
  437. damages the ship.
  438.  
  439. RAINSTORM: This causes a gentle rain to put out any fires on your ship.
  440. This is especially useful for fights.
  441.  
  442.  
  443. -Tips from a Sailor-
  444.  
  445. You will want to take full advantage of the ship you are on. Windcutters
  446. take the most damage but are extremely maneuverable. This is useful for
  447. losing the enemy in chops as well as outmaneuvering them. They can also
  448. sail against the wind with lesss
  449. of a penalty. Seastriders take longer to turn, but they can withstand a
  450. bit more damage. They also have more use of the wind when sailing into
  451. it. Galleys take the longest to turn but they can withstand the most
  452. damage. They also have the best speed when sailing into the wind.
  453.  
  454. If your destination is is in a direction against the wind, do not
  455. hesitate to zig zag. This takes advantage of the wind while enabling you
  456. to reach your destination a timely manner.
  457.  
  458. SHIP CREW is useful to check. The more devoted the crew is to the ship,
  459. the better their performance will be.
  460.  
  461. Some traits are very useful. TRAIT LIST INFO ADMIRAL is something to
  462. check out since it will enable your crew to respond better to your
  463. orders.
  464.  
  465. Have your shipreturn set to the ship you are on. This will enable you to
  466. return to it if you have to leave it at an island.
  467.  
  468. If your ship is badly damaged, SHIP LOWER ANCHOR then SHIP REPAIR ALL.
  469. This repairs the ship at a much quicker rate than repairing as you are
  470. sailing. In order to raise the anchor before your ship is fully
  471. repaired, SHIP REPAIR STOP.
  472.  
  473.  
  474.  
  475. --A special note of thanks to Lii for composing this.
  476.  
  477. Composed by: Will on or about the 14th of Glacian, 728 AF.
  478.  
  479. DECKHAND SPECIALISATION
  480. -----------------------
  481.  
  482. Despite the mundane name, a skilled Deckhand is crucial to any serious
  483. enterprise at sea, possessing the means to turn the vessel they are
  484. aboard into a defensive powerhouse. (CLHELP SHIPAURAS)
  485.  
  486. Deckhands may also salvage sunken vessels via Salvageops, and can cook
  487. deep-sea fish for the ship's stores.
  488.  
  489. They may also direct the ship's swashbucklers to plunder loot from
  490. grappled vessels.
  491.  
  492. Master Deckhands are so familiar with matters of ship repair that under
  493. their tutelage, the ship's crew may manage to put fires out of their own
  494. accord.
  495.  
  496. You may learn this from Rorthgar, the mariner, in Ilyrean.
  497.  
  498. -------------------------
  499.  
  500. Deckhandaura - Summon the aura of the deckhand.
  501. * The ability grants access to the deckhand ship aura, turning the ship
  502. defensively. CLHELP SHIPAURAS for more information.
  503.  
  504. Salvageops - Recover sunken ships.
  505. * SHIP SALVAGE SCAN
  506. * SHIP SALVAGE <ship id>
  507. * SHIP SALVAGE STOP
  508. * Recover a sunken vessel from the murky deeps. You will need to locate
  509. the vessel using the SCAN ability, and when you are directly above the
  510. wreck you can begin the salvage operation. This takes a considerably
  511. long time to do, and will keep your crew off-balance for the entire
  512. time. You can abort the operation and recover crew balance at any time.
  513.  
  514. Plundering - Command your Swashbucklers to board a grappled ship to
  515. pilfer their good.
  516. * PLUNDER <ship>
  517. * CHOP HOOK
  518. * This will send your crew of Swashbucklers to board an enemy ship
  519. provided both vessels are adjacent, and one ship is grappling the other.
  520. Be wary, as subsequent plunder attempts will put the defending
  521. Swashbucklers on high alert, resulting in lower success rate and
  522. increased danger to your invading crew.
  523.  
  524. Composed by: Will on or about the 14th of Glacian, 728 AF.
  525.  
  526. SHIP HELM SPECIALISATION
  527. ------------------------
  528.  
  529. A skilled Helmsman (or Helmswoman) is crucial to success at sea. Their
  530. expertise permits an air of learning aboard the vessel they are
  531. stationed on, resulting in increased experience and morale gain for the
  532. crew aboard. (CLHELP SHIPAURAS).
  533.  
  534. Their expertise with the rudder and keel permit them access to the
  535. tactics known as "Shipstates", which include contingencies for
  536. emergencies and the steadygoing state, which increases the accuracy of
  537. any gunners aboard the vessel.
  538.  
  539. A seasoned Helmsman may issue what is known as a "Smart Order",
  540. eliciting minute adjustments in the rudder on a continuous basis to
  541. vastly increase the turning speed of a vessel for a short period of
  542. time. Similarly, they may also issue avoidance tactics in dire
  543. situations to prevent enemy shots from hitting the vessel, or enemy
  544. attempts to ram the vessel.
  545.  
  546. A master Helmsman is capable of squeezing all possible speed out of his
  547. rowers.
  548.  
  549. You may learn this specialisation from Ambo, the Sailor, on the island
  550. of Zaphar.
  551.  
  552. -------
  553.  
  554.  
  555. Helmaura - Summon the aura of the helmsman
  556. * Crew gain bonus morale and XP from ship stuff (seamonsters, combat)
  557.  
  558. Steadygoing - Maximising steadiness while under weigh.
  559. * SHIP MANOEUVRE STEADYGOING
  560. * Begin manoeuvres that will provide a steadier base for your ship's
  561. weapons.
  562.  
  563. Emergencies - Manoeuvres to get you out of the worst situations.
  564. * SHIP MANOEUVRE EMERGENCIES
  565. * Emergency Manoeuvres helps with dodging whirlpools, ordering balance,
  566. reduces turning time, and decreases weapon accuracy.
  567.  
  568. Smartorders - Get the most out of your crew
  569. * SHIP SMARTORDERS
  570. * By galvanising your crew, you can increase your ships rate of turning
  571. by up to 20%. however, they'll be unable to maintain such a pace for
  572. long, and this ability can only be performed every 10 minutes
  573. * This lasts for 2 minutes.
  574.  
  575. Evasives - Manoeuvres to avoid enemies and enemy weapons.
  576. * SHIP MANOEUVRE EVASIVES
  577.  
  578. Jink - Slide around obstructing ships.
  579. * JINK CLEAR|LARBOARD or LEFT|STARBOARD or RIGHT|SHOW
  580. * Avoid collisions with other ships by setting the jink direction
  581. beforehand.
  582.  
  583.  
  584. Composed by: Rohai on or about the 17th of Valnuary, 710 AF.
  585.  
  586. Targossian Navy Sailing Directions
  587. ----------------------------------
  588.  
  589. MISSION:
  590. To keep the seas clear of enemy forces.
  591.  
  592. PRIORITIES:
  593. - Maintain a combat ready naval force.
  594. - Secure the interests of Targossas abroad.
  595. - Establish maritime superiority throughout and beyond Sapience.
  596.  
  597. VISION:
  598. - The Navy will play a critical role in the fight against the enemies of
  599. Creation, recognising the sea as an important front offensively and
  600. defensively.
  601. - The Navy will secure Targossian access to the seas and be a key
  602. enabler of economic prosperity, providing defense for Targossian trade
  603. vessels and deterring pirates' interference.
  604. - The Navy will provide training for Sailors to learn command and combat
  605. on the seas.
  606.  
  607. GUIDING PRINCIPLES:
  608. - Vigilance: The Fleet will remain vigilant and ready to detect and
  609. react decisively and definitively to enemy threats on the seas.
  610. - Forward presence: City vessels will be forward-deployed to deter
  611. aggression, enhance response capability, and where applicable, build and
  612. strengthen alliances.
  613. - Collaboration: The Navy will work jointly with the Dawnblade House and
  614. the Army throughout mission planning and execution.
  615. - Transparency: The Navy will report each voyage, detailing the dates,
  616. destinations, passengers and captains, and reason behind the trip to the
  617. city logs.
  618.  
  619. Composed by: Kaiu on or about the 4th of Glacian, 739 AF.
  620.  
  621. SHIP TRADE ROUTE HARBOURS
  622. Below is a list of all the harbours that have cargo for sale and trade.
  623. Included is the docking fee if applicable.
  624.  
  625. Ageiro: (no fee)
  626. Cargo for trade: 1 gems. Price: 2 tabac.
  627. Cargo for trade: 3 silk. Price: 2 tabac.
  628.  
  629. Colchis: (no fee)
  630. Cargo for trade: 2 silk. Price: 3 marble.
  631. Cargo for trade: 2 perfume. Price: 3 incense.
  632. Cargo for trade: 3 glass. Price: 2 incense.
  633.  
  634. Karbaz: (200 gold fee)
  635. Cargo for trade: 2 ceramics. Price: 3 honey.
  636. Cargo for trade: 2 ceramics. Price: 3 hemp.
  637. Cargo for trade: 2 marble. Price: 3 hemp.
  638. Cargo for trade: 2 marble. Price: 3 granite.
  639.  
  640. Minos: (no fee)
  641. Cargo for trade: 3 honey. Price: 4 salt.
  642. Cargo for trade: 2 wine. Price: 3 marble.
  643. Cargo for trade: 2 wine. Price: 3 tea.
  644.  
  645. Mysia: (1000 gold fee)
  646. Cargo for trade: 2 tabac. Price: 3 porcelain.
  647. Cargo for trade: 2 tabac. Price: 3 silk.
  648. Cargo for trade: 3 ceramics. Price: 2 porcelain.
  649. Cargo for trade: 3 ceramics. Price: 2 silk.
  650.  
  651. Orilla: (no fee)
  652. Cargo for trade: 3 terracotta. Price: 4 cotton.
  653.  
  654. Shala-Khulia : (500g gold fee)
  655. Cargo for trade: 2 incense. Price: 3 glass
  656.  
  657. Shastaan: (1000 gold fee)
  658. Cargo for sale: 1 cotton. Price: 1000 gp.
  659. Cargo for trade: 3 hemp. Price: 4 furs.
  660. Cargo for trade: 1 gems. Price: 2 perfume.
  661. Cargo for trade: 3 wine. Price: 2 perfume.
  662. Cargo for sale: 1 sandstone. Price: 1000 gp.
  663.  
  664. Suliel: (west 500 gold fee, east no fee)
  665. Cargo for trade: 1 furs. Price: 1 wool.
  666. Cargo for trade: 2 incense. Price: 3 kawhe.
  667.  
  668. Tasur'ke: (2000 gold fee)
  669. Cargo for sale: 1 wool. Price: 1000 gp.
  670. Cargo for trade: 3 granite. Price: 4 sandstone.
  671. Cargo for trade: 2 kawhe. Price: 3 sugar.
  672.  
  673. Thraasi: (2000 gold fee)
  674. Cargo for sale: 1 ore. Price: 1000 gp.
  675. Cargo for trade: 2 glass. Price: 3 fruits.
  676. Cargo for trade: 2 armaments. Price: 1 spices.
  677. Cargo for sale: 1 grain. Price: 1000 gp.
  678.  
  679. Umbrin: (no fee)
  680. Cargo for trade: 2 porcelain. Price: 3 ceramics.
  681. Cargo for trade: 2 armaments. Price: 3 wine.
  682. Cargo for trade: 3 kawhe. Price: 2 wine.
  683.  
  684. Zanzibaar: (2000 gold fee)
  685. Cargo for trade: 3 fruits. Price: 4 ore.
  686. Cargo for trade: 2 tea. Price: 3 terracotta.
  687. Cargo for trade: 1 spices. Price: 2 armaments.
  688. Cargo for trade: 2 perfume. Price: 1 gems.
  689. Cargo for trade: 3 incense. Price: 2 armaments.
  690.  
  691. Zaphar: (100 gold fee)
  692. Cargo for sale: 1 salt. Price: 1000 gp.
  693. Cargo for trade: 3 sugar. Price: 4 grain.
  694.  
  695. Composed by: Will on or about the 14th of Glacian, 728 AF.
  696.  
  697.  
  698.  
  699.  
  700. To rise amongst the ranks of Midshipmen to become a Captain demonstrates
  701. a much larger knowledge of how a ship works. The ability to keep the
  702. ship and all its crew to work as a single unit is not an easy task. You
  703. will be looked upon to lead by example, to give the orders and to be the
  704. leading officer in our mission. As a result, the path to Captain is not
  705. an easy one. There are two sections of this last test, one of which is a
  706. theory test to show your knowledge with the proctor, the second is to
  707. board a ship and actually demonstrate it.
  708.  
  709. The discussion with either the Admiral or Vice-Admiral shall cover:
  710.  
  711. * The roles of each specialisation on a ship.
  712. * The different ship weapons and their corresponding ammunition.
  713. * The preparations required before combat with an enemy ship.
  714. * How to properly communicate with a crew and what information needed.
  715. * What each of the ship maneuvers do.
  716. * What each of the seaspells do.
  717. * What factions we engage at sea and how to identify them.
  718. * Tactics in how to sink a ship
  719. * Several hypothetical crews of members of the navy and how to make best
  720. use of them aboard a strider.
  721.  
  722. The practical examination will cover:
  723.  
  724. * Satisfactory performance either in the ship arena or live combat of a
  725. seastrider
  726. * Live combat exercise using a windcutter to escape a seastrider
  727. * Demonstrations of being able to prevent or stop any crippling of a
  728. ship (fire, spidershot etc)
  729. * Flawless sailing from Targossas to Shala-Khulia and back
  730. * Demonstration of using seaspells and auras efficiently.
  731.  
  732. Skill requirements to pass this stage:
  733. * Fireweapon in Seafaring.
  734. * Dousing in Survival.
  735.  
  736.  
  737. Completing these tasks will grant you the honour of Captain in the
  738. Celestial Targossian Navy, a title which is not often given out. This
  739. will also grant you the right to all the fleets ships, the shiprental
  740. scheme is no longer applicable to you, and most importantly the navy
  741. will look to you in times of conflict when the Admiral or Vice-Admiral
  742. are not present. You are our front runners in the fight against our
  743. enemies upon the seas.
  744.  
  745.  
  746.  
  747.  
  748.  
  749. Composed by: Avianca on or about the 1st of Mayan, 645 AF.
  750.  
  751. Tritons are fairly humanlike in appearance with bluish skin and well
  752. developed gills and fins. They are able to travel comfortably on land
  753. and in the sea. They are a noble people who have lived for thousands of
  754. years without landwalker influence. Not all tritons worship Lord Neraeos
  755. and none worship Him in the way that the landwalker priests (the Nerai)
  756. do.
  757.  
  758. There are several tritonic city-states and each is vastly different. To
  759. paint them all with the same brush would be to paint each landwalker in
  760. the same way. Mhaldorians, Ashtani, Targossians, Cyrenians, Hashani, and
  761. Eleusians - none of us get along all the time and some of us will
  762. -never- get along. In this sense, the tritonic city-states are the same
  763. way.
  764.  
  765. Scyros is located in the Scyrian Reaches. Scyros is at war with Phocia
  766. over the remains of Lemnos and with Lothos, their hereditary rivals,
  767. over control of the Cnidian Gates. Their citadels will attack landwalker
  768. ships if they feel threatened. Scyros has been known to send scouts as
  769. far as the Sapphire Sea.
  770.  
  771. Phocia is located in the Phocian Reaches. Phocia is at war with Scyros
  772. over the remains of Lemnos. Their citadels will attack landwalker ships
  773. if they feel threatened.
  774.  
  775. Lothos is located in the Bay of Dardanos. Landwalkers are free to visit
  776. their city, as long as you are respectful. Lothos is at odds with
  777. Scyros, their hereditary rivals, particularly in the Cnidian Gates.
  778. Their citadels will not often attack landwalker ships, but you are safer
  779. to keep your distance. They won't protect you.
  780.  
  781. Caspia is located in the Caspiite Reaches. These are potentially the
  782. most dangerous threat, though the other tritons simply write them off as
  783. mad or a minor annoyance. They believe Lord Caspian is still the
  784. rightful ruler of the seas and that Lord Neraeos is a usurper to the
  785. throne. They have skilled tongues and will attempt to convert your crew.
  786. Avoid them at all costs and kill them when you see them at a northern
  787. harbour.
  788.  
  789. Lemnos is a ruined city in the Lemnian Reaches. Scyros and Phocia often
  790. battle in this area over control of the ruins.
  791.  
  792. Composed by: Will on or about the 14th of Glacian, 728 AF.
  793.  
  794. SHIP COMMAND SPECIALISATION
  795. ---------------------------
  796.  
  797. Seafaring Commanders are skilled at directing crew aboard vessels. As
  798. such, this is typically a mainstay specialisation for anyone interested
  799. in captaining a vessel themselves.
  800.  
  801. Commanders are capable of reducing the energy required to invoke the
  802. Notic seaspells. (CLHELP SHIPAURAS)
  803.  
  804. They may also extend their senses to get a general overview of all ships
  805. they have been granted access to, a feat known as FLEETSENSE. The crew
  806. respects a Commander enough to keelhaul any unruly lout aboard their
  807. vessel on their orders, should it come to pass.
  808.  
  809. Skilled Commanders may also weave a blocking enchantment aboard a
  810. vessel, preventing all telepathic communication from reaching the
  811. vessel.
  812.  
  813. Master Commanders may also impart a significant savings in figurehead
  814. energy when using seaspells whilst melded to a figurehead, and have the
  815. unique means to cast seaspells whilst unmelded for a significantly
  816. higher cost overall.
  817.  
  818. You can specialise in command by seeking Aitroyo, the harbourmaster,
  819. near the harbour on the island of Zanzibaar.
  820.  
  821. --------------------------------------------------------------
  822.  
  823. Commandaura - Summon an aura of command
  824. * This ability grants access to the command ship aura. See AB SEAFARING
  825. SHIPAURA for details.
  826.  
  827.  
  828. Fleetsense - Details on ships of the same ownership or fleet.
  829. * FLEETSENSE
  830.  
  831. Keelhaul - Special treatment for one special persona aboard.
  832. * KEELHAUL <unlucky target>
  833. * Send the unfortunate soul to a watery doom.
  834.  
  835. Commscreen - Screen communications from the mainland.
  836. * SHIP COMMSCREEN CHECK
  837. * SHIP COMMSCREEN RAISE
  838. * SHIP COMMSCREEN LOWER
  839.  
  840. Remote - Sometimes, the captain's needed on desk
  841. * Your mastery of command is so great that you may now invoke seaspells
  842. when not melded with the figurehead.
  843. *However, they shall cost half again as much power as normal.
  844. *Wavecall is excluded from this ability.
  845. - Shipcloak - 250 to 325
  846. - Shield - 200 to 300
  847. - Rainstorm - 50 to 75
  848. - Barrier - 300 to 450
  849. - Windboost - 150 to 225
  850. - Whirlpool - 200 to 300
  851. - Wavescythe- 200 to 300
  852.  
  853.  
  854. Composed by: Rohai on or about the 15th of Ero, 710 AF.
  855.  
  856. The following essense is from deepsea diving:
  857.  
  858. Denizen Essense
  859. ======= =======
  860. two-headed fish 344
  861. herd of hippocampi 743
  862. hulking geryas 790
  863. sea cucumber 148
  864. giant hatchetfish 395
  865. ivory bloomshell turtle 1385
  866. coelacanth 595
  867. gigantic sea spider 2231
  868. millstone fish 446
  869. whiskerknot skrei 170
  870. serpentine merrow 1486
  871. peppermint stripefish 255
  872. spotted fangtooth 654
  873. pale, four-fin ray 964
  874. redfin tuna 1585
  875. hideaway nautilus 892
  876.  
  877. Composed by: Will on or about the 21st of Phaestian, 728 AF.
  878.  
  879.  
  880. Welcome to the Celestial Targossian Navy, Cadet. You've taken the first
  881. step in the path to someday captaining your own ship or at the very
  882. least have the honour of being able to use the fleet. These first steps
  883. are the most important as they lay the foundation of your knowledge of
  884. all things seafaring (and a fair bit of it there is too). As a Cadet,
  885. you will learn the basic principles of how to be an efficient crew
  886. member, wherever you decide to specialise in.
  887.  
  888. To start, please speak with the Admiral of the fleet or any of their
  889. aides (AIDES MARITIME) in obtaining a marque of unquestionable
  890. seaworthiness if you do not already possess one. Once obtained, you may
  891. ATTEST it at seven harbour locations: Tenwat, Sea Lion Cove, and Mysia
  892. are accessable without need for sailing and can be done straight away.
  893. Zanzibaar, Tapoa, Zaphar and Clockwork however, require sailing to and
  894. so your best bet would be to ask on the clan for a captain to assist
  895. you.
  896.  
  897. Now that you have access to the seafaring skillset, you are well on your
  898. way to having access to the fleet ships. Feel free to learn as much or
  899. as less into seafaring as you wish. Then, having read all the
  900. reccomended scrolls, complete the following three tasks in order to
  901. demonstrate yourself ready to venture out into the vast oceans around
  902. Sapience and Meropis. The Admiral or any aides can proctor this small
  903. test. The tasks are as follows:
  904.  
  905.  
  906. o Complete a sail around the Ulangi islands from Targossas harbour. Be
  907. prepared to know all the simple things from start to finish, from
  908. raising the gangplank to making sure you set the sails and row for the
  909. best speed. Any Captain or Aide as per CLANHELP CTN can take you on one
  910. of the city ships to do this. Bonus points if you do not crash!
  911.  
  912. o A short discussion with your invigilator on:
  913. - The purpose of and how to check the following:
  914. * the figurehead
  915. * the ship stores
  916. * the strongbox
  917. * the crew
  918. - What to do if your ship is on fire.
  919. - What to do if your ship has been sunk.
  920. - What they should bring before sailing.
  921. - How to utilise ship auras whilst sailing
  922.  
  923.  
  924. o A message to the Admiral or Vice-Admiral on your selection of your
  925. first Seafaring Promotion Point, so that CLHELP SEAFARERS can be updated
  926. with your name on the list. Do note that this is not permanent, and you
  927. can always re-spec if you change your mind.
  928.  
  929. - Reccomended reading:
  930. - HELP FIGUREHEAD
  931. - HELP NEWTOSHIPS
  932. - HELP SINKING
  933. - HELP 23
  934. - CLHELP DECKHAND
  935. - CLHELP WEAPONS
  936. - CLHELP WATCH
  937. - CLHELP COMMAND
  938. - CLHELP SEAFARERS
  939.  
  940. After successfully showing that you are capable to handle a ship, you
  941. are now able select access to the city's fleet. A number of ships will
  942. be usable for practice, personal use or trades or anything. CLHELP FLEET
  943. will show you which ships are usable.
  944.  
  945. Should you wish to have full access to the fleet, and become of the
  946. navy's fleet captains, then the next step would be to read CLHELP
  947. CAPTAIN, where one can train toward a more advanced level of seafaring.
  948.  
  949. Composed by: Will on or about the 14th of Glacian, 728 AF.
  950.  
  951. SHIP WATCH SPECIALISATION
  952. -------------------------
  953.  
  954. The Watch specialization focuses on enhancing awareness of one's
  955. surroundings at sea through use of vision, as the name suggests.
  956.  
  957. Watchmen (and Watchwomen) are afforded an aura that significantly
  958. increases agility when entering the ship's nest and rigging (CLHELP
  959. SHIPAURA). They may also use nautical spyglasses at lower ranks to
  960. discern more information about seamonsters and adjacent vessels.
  961.  
  962. Later on, their acuity with a spyglass can be used to discern all aboard
  963. a particular vessel nearby via SHIPWHO. They may also make use of the
  964. ANTICIPATE tactic, allowing them to detect when a nearby vessel makes a
  965. change in heading.
  966.  
  967.  
  968. You may learn this specialization from Natalie, the ferrywoman, in
  969. Shala-Khulia.
  970.  
  971. ----------------------------------------------------
  972.  
  973. Watchaura - Summon an aura of omniscience
  974. * This ability grants access to the watch ship aura, affording an aura
  975. that increases agility using the mast and rigging. It also allows the
  976. spyglass to gain more information about seamonsters and adjacent
  977. vessels.
  978.  
  979. Spyglass - Gain greater detail on your surroundings.
  980. * INFO <direction>
  981. * INFO <direction> item]
  982. * Gain some detail on non-ship items in the ocean surrounding your ship.
  983. You must have a spyglass in your inventory.
  984. * Gain information on a harbour within reasonable distance. You must
  985. have a spyglass in your inventory.
  986.  
  987. Anticipate - Know when a ship changes course or manoeuvre.
  988. * SHIP ANTICIPATE SHOW
  989. * SHIP ANTICIPATE STOP
  990. * SHIP ANTICIPATE START <full or short name of ship in range>
  991.  
  992. Composed by: Halos on or about the 18th of Sarapin, 663 AF.
  993.  
  994. Port | Description
  995. ====================================================================
  996. Aalen | A stretch of beach near the sea.
  997. Ageiro | Upon a rotting dock.
  998. Altar | Upon a thin strip of fine black sand.
  999. Ashtan | The Harbour of Ashtan.
  1000. Bitterflow | Sandy beach.
  1001. Clockwork | Rusted landing.
  1002. Colchis | End of a large dock.
  1003. Eastern Shore | Overlooking the sea.
  1004. Eirenwaar | Rocky beach at the base of a mountain.
  1005. Ilyrean Isles | A nearly frozen harbour.
  1006. Karbaz | A quay upon dark waters
  1007. Lothos | Empty sandy beaches
  1008. Mhaldor | North End of Claw Cove
  1009. Minos | End of the eastern pier.
  1010. Mysia | On the Mysian dock.
  1011. New Hope | Rock-strewn beach.
  1012. No Idea Isle | A bleak rocky outcropping rising from the waves
  1013. North Forest | Sandy beach.
  1014. N. Scrublands | Rockbound cove.
  1015. Orilla | Overlooking the lagoon.
  1016. Phereklos | In icy shallows.
  1017. Polyargos | Shore of a shallow bay.
  1018. Prin | A massive fallen tree.
  1019. Rageteeth | Rageteeth beach.
  1020. Riparium | A rocky beach in a cove.
  1021. Sealion Cove | A sandy stretch of beach.
  1022. Shala-Khulia | A natural harbour.
  1023. Shallam | A harbour in ruin.
  1024. Shiparena | A broad beach/ A crescent-shaped island
  1025. Shipwreck Isle| A hidden cove.
  1026. Targossas | A natural harbour. The harbour of Targossas
  1027. Ulangi | Beach alongside a rock-strewn lagoon.
  1028. Suliel, East | A lowland cove.
  1029. Suliel, West | An icy pier.
  1030. Tapoa | North end of the beach.
  1031. Tasur'ke | The harbour of Tasur'ke.
  1032. Tenwat | A desolate shoreline.
  1033. Thraasi | Upon a reinforced pier.
  1034. Tuar | A shadowy landing.
  1035. Ulangi, North | Fortified harbour.
  1036. Ulangi, South | Beach alongside a rock-strewn lagoon.
  1037. Umbrin | Boardwalk between moored ships.
  1038. Valho Coast | By the gelid waters.
  1039. Zanzibaar | Overlooking the harbour.
  1040. Zaphar | At the end of a pair of docks.
  1041.  
  1042. This scroll provided courtesy of the Mariner's Guild
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