..
.( )`-._
.' || `._
.' || `.
.' || `._
.' _||_ `-.
.' |====| `..
.' __/ ( )
( ) || _ ||
/| || .-` ||
.' | ' || _.-' | ||
/ | || .' `.__.' || _.-..
.' /| `. _.-' _.-' _.-.`-'`._`.`
.' | | .-.` `./ _.-`. `._.-'
|. | `. _.-' `. .' .' `._.`---`
.' | | : `._..-'.' `._..' ||
/ | `-._.' || ||
| .'|`. | ||_.--.-._ ||
' / | __.--' `. : ||
.' | | ..-' `._-._.' ||
`.._ |/ | `. `._.- ||
`-.._ / | `-.'_.--' ||
`-.._.' | | | | _ _ _ _'_ _ _ _ _
`-.._ | | | |_|_|_'|_|_|_|_|_|_|
[`--^-..._.' | | /....../| __ __ |
`---.._|`--.._ | | /....../ | |__| |__| |
__ _ `-.._| `-._|_|_ _ _/_ _ _ / | |__| |__| |
_o_ _`-._|_|_|_|_|_|_|_|_/ '-----------/
_`.|.' _ - .--.--.--.--.--.`--------------'
.```-._ ``-.._ __ _ _ '--'--'--'--'--' - _ - _ __/
.`-.```-._ ``-..__``.- `. _ - _ _ _ - _- _ __/(.``-._
_.-` ``--.. .. _.-` ``--.. .. .._ _. __ __ _ __ ..--.._ / .( _..``
`.-._ `._ `- `-._ .`-.```-._ ``-..__``.- -._--.__---._--..-._`...```
_.-` ``--.. .. `.-._ `._ `- `-._ .-_. ._.- -._ --.._`` _.-` `-.
#-------#
| Index |
#-------#
Page Subject
#--------------------------------------#
|01 Index |
|02 Specialists |
|03 Harbours & Fees |
|04 Seafaring Skill Breakdown |
|05 Ship Personnel |
|06 Islands & Trade goods |
|07 Diving Guide |
|08 Deckhand Spec |
|09 Weapons Spec |
|10 Helm Spec |
|11 Watch Spec |
|12 Command Spec |
|13 Triton Tribes |
|14 Trade Deal Chart |
#--------------------------------------#
Artanis reels in the last bit of his line and lands a coelacanth weighing 178 pounds and 2 ounces.
Qui'anar Artanis Leafwalker, Death's Sovereign says, "Read journal page 2."
Artanis takes a rock bass from a bait tank.
Artanis carefully threads a rock bass onto the hook of a bronze-tipped deep sea fishing pole.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 2)
Specialists
To specialise in specific areas of Seafaring, one must find the proper
person. Below is the list of specialists and their location:
Skill | Specialist | Location | From Harbour

========================================================================
Deckhand | Rorthgar | Illyrean Isles | At harbour
Weapons | Hawkins | Eastern Shore shipyards | N
Helm | Ambo | Zaphar Isle | At harbour
Watch | Natalie | Ferry at Shala-Khulia | E
Command | Aitroyo | Zanzibaar Island | N, NW, S
It is wise to be sure that you have enough SPPs for the specialisation
you wish to achieve. Rembmer that SPPs add up in learning. It takes one
SPP to reach level I in command, and two more to reach level II, thus
costing three in all.
When you find the specialist you need, you may SPECIALISE IN
<specialisation>.
At this time, you may still UNSPECIALISE <specialisation> at anytime,
anywhere to lower your rank in a certain specialisation and regain the
SPPs spent, though you will have to journey back to a specialist to
specialise again.
Comprehension flashes across your face.
"Thanks!" you say.
The corners of Artanis's mouth turn up as he grins mischievously.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 3)
HARBOURS AND FEES
-----------------
N = Natural harbour that cannot service repairs. Only man-made docks can
provide sail and hull repairs, and repair costs are higher the larger
the harbour and the more damage that has been done. There is no option
to drydock here and your ship will decay at an increased rate if left
here for too long
M - Manmande harbour that offer repair and drydocking services.
#= shipmark that can be scribed to a map
============================================
| Free Ports | AKA | Capacity |
============================================
|#N Aalen | Muurn River | 10 |
|#M Ageiro | | 10 |
| N Altar | | 10 |
|#N Bitterflow | Northforest | 5 |
|#M Colchis | | 10 |
|#N Eirenwaar | | 10 |
|#N Ilyrean Isles | Ilyrean | 10 |
|#N Lothos | | 30 |
|#M Minos | | 30 |
|#N New Hope | | 10 |
| N No Idea Isle | | 40 |
|#N North Forest | Bitterflow | 5 |
| N N. Scrublands | Meropis | 10 |
| N Orilla | Meropis | 30 |
|#N Phereklos | | 5 |
|#N Polyargos | | 5 |
| N Prin | | 30 |
| N Rageteeth | Meropis | 30 |
|#N Riparium | | 25 |
|#N Rheodad | | 5 |
|#N Sea Lion Cove | | 5 |
|#N Shiparena | Shiparena | 10 |
| N Shipwreck Isle| | 10 |
|#N Suliel (east) | | 10 |
|#N Tapoa | | 5 |
| Targossas | | 30 |
|#N Tenwat | | 10 |
|#N Tuar | | 10 |
|#M Umbrin | | 30 |
|#N Ulangi(south) | | 15 |
|#N Valho Coast | | 20 |
============================================
====================================================
| Paying Ports | Cost | AKA | Capacity |
====================================================
|#M Clockwork | 1000 | | 5 |
|#M Eastern Shore | 500 | Shastaan | 50 |*crew, provisions
|#M Karbaz | 200 | | 5 |
|#M Mysia | 1000 | | 15 |*crew, provisions
|#M Shala-Khulia | 500 | Shalakhulia | 5 |*food
|#M Suliel (west) | 500 | | 15 |*crew
| Targossas | 2000 | | 30 |*cfp
|#M Tasur'ke | 2000 | Tasurke | 50 |*crew, provisions
|#M Thraasi | 2000 | | 30 |
| M Ulangi (north) | 34463| | 0 |
|#M Zanzibaar | 2000 | | 20 |
|#M Zaphar | 100 | | 5 |
====================================================
================================================================
| City | Citizen Cost | Non-Citizen Cost | Capacity |
================================================================
|* Ashtan | Citizens only, 500g| n/a | 30 |
|* Cyrene | Under construction | | |
|M Targossas| ? | 2000 | 30 |
|* Mhaldor | None | None | 5 |
================================================================
::.NOTE.:: - as of 546AF, all city harbours sell ship stores and have
crew for hire.
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 | The harbour of Shallam.
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.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 4)
Seafaring Skill Breakdown
Below are the abilities gained in Seafaring with each skill rank, the
lessons needed, and the SPP's spent. Some of these may be slightly off,
so if anything is noticed, please message Jaran with the correction, and
it will be fixed. A big thanks to Chryseas for her work in this!
GENERAL SKILLS
=============================================
| Ability | Skillrank | Lessons |
=============================================
| Sealegs | Novice | 7 |
| Crossplank | Apprentice | 16 |
| Shipwho | Capable | 34 |
| Dodging | Adept | 89 |
| HarbourInfo | Skilled | 178 |
| Rigging | Skilled | 289 |
| Deep Sea Fishing | Expert | 423 |
| Deep Sea Diving | Fabled | 911 |
| Ship Return | Mythical | 1290 |
| Ship Prayer | Transcendent | 1736 |
=============================================
To read the chart below:
When a fully attested marque is obtained, the ability to learn Seafaring
is granted. At the Inept skillrank, 1 SPP is received to have 1 SPP
total. At Novice, 1 SPP is earned to have 2 SPPs total and so on through
Transcendence.
===========================================
|Skillrank | SPPs received |Total SPP's|
|=============+===============+===========|
|Inept | 1 | 1 |
|Novice | 1 | 2 |
|Apprentice | 1 | 3 |
|Capable | 1 | 4 |
|Adept | 2 | 6 |
|Skilled | 2 | 8 |
|Gifted | 2 | 10 |
|Expert | 3 | 13 |
|Virtuoso | 3 | 16 |
|Fabled | 4 | 20 |
|Mythical | 5 | 25 |
|Transcendent | 7 | 32 |
===========================================
--Sealegs--
You have gained your sealegs and are less troubled by the heaving of the
ocean while upon a ship. Your sealegs ability is improved with higher
skillrank in Seafaring. This is a passive ability you do not need to
enable nor disable it.
--Crossplank--
Syntax: CROSS [gang]PLANK
Your balance is now steady enough to traverse a gangplank set over the
water between your ship and another.
--Shipwho--
Sense who is aboard the same ship as you.
--Dodging--
Your dexterity aboard a ship has increased to the point that you are
sometimes able to dodge anti-personnel ammunition fired at your ship
from other ships. Your likelihood to dodge increases as your skillrank
in Seafaring grows. This is a passive ability you do not need to enable
nor disable it for it to work. **Also works against ambitious sea
serpents.
--Harbourinfo--
Syntax: HARBOUR INFO [SEAMARK]
Your seafaring skills have been honed to the point that you can discern
information about a harbour from aboard your ship via use of a spyglass
to analyse a seamark denoting a harbour. A harbour's seamark can be
found using HARBOUR INFO in the harbour proper, or while docked in the
harbour. Not all harbours may bear a specific seamark, however.
--Rigging--
CLIMB RIGGING
CLIMB DOWN RIGGING
Climb up the ropes to a place on the rigging above the deck, from any
deck location. (You can use SWING UP and SWING DOWN as well.) This is
can be a good escape place if you are boarded!
--Deepseafishing--
You are able to fish off your ship, using "huge" bait only. See HELP
FISHING for more information.
--Deepseadiving--
Syntax: SHIP ENTER BELL
SHIP LOWER BELL
SHIP RAISE BELL
SHIP LEAVE BELL
SHIP TAKE SOUNDING (Deckhand skill AND must have a leadline)
With this ability, you may dive onto the seabed below. The ship must
have a diving bell to allow diving, and a leadline is recommended. As
with fishing, be sure to lower the ship's anchor, then test to see how
deep the water is if you have the DECKHAND ability. (SHIP TAKE
SOUNDING). When ready to dive, SHIP ENTER BELL before the bell is
lowered. Wait till it arrives. You'll note that there is a 'down'
opening when the bell is ready to disgorge you into the deep. When the
bell is down, you will hear it ring. The more rings, the more
potentially valuable the location is.
While along the ocean floor, be sure to bring a shovel (or five, as they
tend to break). You may findtreasure on the bed or beneath it. When you
are finished, be sure to be in the bell before it starts going up. When
it reaches the ship again, SHIP LEAVE BELL. Be absolutely sure that you
are in the bell when it begins to rise. If you are not, you will die a
watery death. You can SHIP LEAVE BELL at any time (if you are in it),
even if the bell is not on the deck of the ship.
Along with the abilities earned in Seafaring, you will earn Seafaring
Promotion Points (SPPs). These are spent on specialisations. Each
specialisation has 5 levels, and they each cost the number of SPPs as
the level you want (i.e. level V costs 5 SPPs, level III costs 3, etc.)
By the time you are transcendent in Seafaring, you will have earned 32
SPPs, which is enough to earn level V in to specialisations and spend 2
SPPs elsewhere or spread them out however you wish.
Seafaring specialisations must be achieved by specific denizens. For
information on them, please see CLHELP SPECIALISTS.
SPPs | Ability
=== Deckhand ===
1 | Cooking
| Mast
---
2 | Sail Maintenance
---
3 | Hull Maintenance
---
4 | Sounding
| Salvage Ops
---
5 | Force Boarding

=== Weapons ===
1 | Fireweapon
| Status
---
2 | Grappling
| Weapon Maintenance
---
3 | Weapon Aiming
---
4 | Weapon Enhancement
---
5 | Ammo Enhancement

=== Helm ===
1 | Helm
---
2 | Sighting
| Steadygoing
---
3 | Stationhold
---
4 | Evasives
| Bearings
| Mapscribe
| Jink
---
5 | Shipmeld
| Whirlpool
| Emergencies

=== Watch ===
1 | Mast
---
2 | Bearings
---
3 | Spyglass
| Shipscan
---
4 | Shipmeld
| Shipcloak
| ShipWarning
---
5 | Wavecall
| Barrier
| Anticipate

=== Command ===
1 | Command
---
2 | Keelhaul
| Fleetsense
---
3 | Commscreen
| Shipmeld
| Sailsgird
| Hullgird
---
4 | Rainstorm
| Windboost
| Etch
---
5 | Shield
| Wavescythe
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 5)
--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.
Thanks MarinersGuild
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 6)
Known Islands and what they trade.
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 : (500 gold fee)
Cargo for trade: 2 incense. Price: 3 glass
Shastaan: (500 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 kahwe.
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 kahwe. 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 kahwe. 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.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 7)
The data for this diving guide has been collected by Perdynmos.
Coelacanth:
-Strength: Crushingly strong
-Agressive: Yes
-Weight: 175 pounds
-Special notes: Chases
Duskfin tuna:
-Strength: Overwhelming power
-Agressive: Yes
-Weight: 375 pounds
-Special notes: Chases, breaks limbs, stuns
Giant hatchetfish:
-Strength: Extraordinarily strong
-Agressive: No
-Weight: 175 pounds
-Special notes:
Gigantic sea spider:
-Strength: Extreme strength.
-Agressive: Yes
-Weight: 218 pounds
-Special notes: Can't be cooked
Herd of hippocampi:
-Strength: Crushingly strong
-Agressive: No
-Weight: 1000 pounds
-Special notes: Stuns
Hideaway nautilus:
-Strength: Crushingly strong
-Agressive: No
-Weight: 187 pound
-Special notes: Entangles
Hulking geryas:
-Strength: Extraordinarily strong
-Agressive: No
-Weight: 3125 pounds
-Special notes:
Ivory bloomshell turtle:
-Strength: Extreme strength
-Agressive: No
-Weight: 187 pounds
-Special notes: Flees when hit, hard hitter
Malevolent sea dragon:
-Strength: Overwhelming power
-Agressive: Yes
-Weight: 3750 pounds
-Special notes: Breaks shields, 1500+ damage per hit, hits through
shield
Millstone fish:
-Strength: Extraordinarily strong
-Agressive: No
-Weight: 450 pounds
-Special notes: Flees when hit
Pale, four-fin ray:
-Strength: Extreme strength
-Agressive: Yes
-Weight: 214 pounds
-Special notes: Prones, chases
Peppermint stripefish:
-Strength: Quite powerful
-Agressive: No
-Weight: 112 pounds
-Special notes:
Redfin tuna:
-Strength: Overwhelming power
-Agressive: Yes
-Weight: 375 pounds
-Special notes: Chases, hurts terribly
Sea cucumber:
-Strength: Quiet confidence
-Agressive: No
-Weight: 10 pounds
-Special notes: Hits lightly and slowly
Serpentine merrow:
-Strength: Crushingly strong
-Agressive: No
-Weight: 156 pounds
-Special notes: Entangles, breaks shield, can't be cooked
Spotted fangtooth:
-Strength: Crushingly strong
-Agressive: Yes
-Weight: 318 pounds
-Special notes: Chases
Two-headed fish:
-Strength: Quite powerful
-Agressive: No
-Weight: 168 pounds
-Special notes:
Whiskernot skrei:
-Strength: Strong and confident
-Agressive: No
-Weight: 93 pounds
-Special notes:
You feel a fish make a small strike at your bait.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 8)
DECKHAND SPECIALISATION
-----------------------
You may learn this from Rorthgar, the mariner, in Ilyrean.
Cooking Improve crew morale and performance culinarily.
o COOK <fish>
o Prepare any caught or killed deep sea fish and store in the your
ship's larder. Doing this will increase both your ship's food
supply and the crew's morale.
Mast Climb the ship's mast to the crow's nest.
o CLIMB MAST
o Scale the mainmast of your ship to the crow's nest for a better
view. Same syntax to climb down the mast as well!
Sailmaintenance Repair and maintain the ship's sails.
o MAINTAIN SAIL(S)
o MAINTAIN NONE
o Actively work to maintain the ship's sails, at a high ongoing
endurance cost to you.
Hullmaintenance Repair and maintain the ship's deck and hull.
o MAINTAIN HULL
o MAINTAIN NONE
o Actively work to maintain the ship's hull, at a high ongoing
endurance cost to you.
Sounding Using the leadline to see if deep sea diving is feasible.
o SHIP TAKE SOUNDING
Forceboarding Lead a party onto another ship, uninvited.
o CHOP SECTION FROM DECK
o FORCEBOARD DISMISS - release your boarding deck.
o FORCEBOARD GO - to boarding deck on target ship.
o FORCEBOARD RETURN - back to your ship's quarterdeck.
o Board another ship by force. To prepare a target ship for
forceboarding: A ship axe is required to first chop a section from
the deck to form a boarding deck, and that boarding deck must then
be fired with an Arcanian arm by a crew member with the proper
weapons training.
Salvageops Recover sunken ships.
o SHIP SALVAGE SCAN
o SHIP SALVAGE <ship id>
o SHIP SALVAGE STOP
o 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.
o You can salvage a ship from a harbour, you must be anchored within the
same harbour
to locate it on salvage scan and to raise it in general.
You move your fishing pole quickly back and forth hoping to excite the interest of nearby fish.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 9)
SHIP WEAPONS SPECIALISATION
---------------------------
This specialisation may be learned from Hawkins, the shipwright, on the
Eastern shore.
Fireweapon Basic use of shipboard weapons.
o LOAD|UNLOAD <ammo> TO|FROM <ship weapon>
o FIRE <weapon> UP
o FIRE <weapon> AT <target ship>
o You now know your way around the basic weapons and armaments of a
ship. FIRE <weapon> UP only works for flares.
Status An overview of all of the ship's weapons.
o SHIP WEAPON STATUS
o Gain an overview of all the ship's weapons, including the details
of their ammunition, damage and months of usefulness remaining.
Grappling Snare another ship with clawed hooks.
o SHIP GRAPPLE <dir>
o Rally your crew to ensnare an adjacent vessel with grappling hooks,
binding it to your own.
Weaponmaintenance Ship's weapons repair and upkeep.
o SHIP WEAPON MAINTAIN <weapon>
o SHIP WEAPON REPAIR <weapon>
o Commodities: 1 wood, 1 iron, 1 rope
o Actively work to maintain the ship's onboard weapons. You will need
to have the required commodities in your inventory at the beginning
of the session, and complete eight MAINTAIN or REPAIRs to either
add one month to the life of the weapon or repair some of the
damage the weapon has taken.
Weaponaiming Greater accuracy when firing.
o AIM WEAPON
Weaponenhancement Improvements to ship's weapons.
o SHIP WEAPON ENHANCE <weapon>
o Commodities: 2 wood, 2 rope, 4 iron
o Using your applied knowledge of shipboard weaponry, you can improve
a weapon up to five times, each one granting an increase in firing
speed.
Ammoenhancement Improvements to ship ammunition.
o DIP <starshot|chainshot|shaft> IN VAT
o ENVENOM WARDISC WITH <venom>
o SECRETE <venom> ON WARDISC (if you have the Transcretion ability in
Venom)
o Your mastery of ship munitions is such that you can now enhance
certain types of ammunition.
o Star-shot, chain-shot, and shafts may be coated in a special
liquid, causing them to set aflame either the adventurers aboard
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.
o 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.
You have recovered balance on all limbs. (2.001s)
You feel a fish make a small strike at your bait.
With a short dipping and raising motion, you tease your fishing line.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 10)
SHIP HELM SPECIALISATION
------------------------
You may learn this specialisation from Ambo, the Sailor, on the island
of Zaphar.
Helm Basic directional control for ships.
o SHIP ASSUME HELM
Sighting Determining latitude with a sextant.
o SHIP TAKE SIGHTING
Steadygoing Maximising steadiness while under weigh.
o SHIP MANOEUVRE STEADYGOING
o Begin manoeuvres that will provide a steadier base for your ship's
weapons.
Stationhold Holding (almost) perfectly still at sea.
o SHIP MANOEUVRE STATIONHOLD
Evasives Manoeuvres to avoid enemies and enemy weapons.
o SHIP MANOEUVRE EVASIVES
Bearings Finding the right way to go.
o SHIP BEARINGS <seamark>
o Gauge the rough distance and direction from your ship to nearby
seamarks to which you have a map.
Mapscribe Create a map to where you are.
o SCRIBE MAP
o While at a known seamark location and with a blank nautical map
in hand, you may inscribe maps to assist in your later return.
Jink Slide around obstructing ships.
o JINK CLEAR|LARBOARD or LEFT|STARBOARD or RIGHT|SHOW
o Avoid collisions with other ships by setting the jink direction
beforehand.
Shipmeld Summon the ship's sea spirit and share in its powers.
o INVOKE SEA SPIRIT
o TOUCH FIGUREHEAD
o You have gained the power to meld your psyche with that of the
ship itself via the ship's figurehead, invoking a sea spirit to
summon seaspells for your ship. Touch the figurehead while
shipmelded to find out how much power it currently stores, and
what seaspells are currently active.
Whirlpool A seaspell to create a watery inconvenience.
o INVOKE WHIRLPOOL <dir>
o Power cost: 350
o While shipmelded, you may call upon the ship's figurehead to
summon temporary whirlpools around your ship, which make it
difficult for vessels to enter or leave that spot of the ocean.
Emergencies Manoeuvres to get you out of the worst situations.
o SHIP MANOEUVRE EMERGENCIES
You see the water ripple as a fish makes a medium strike at your bait.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 11)
SHIP WATCH SPECIALISATION
-------------------------
You may learn this from Natalie, the ferrywoman, in Shala-Khulia.
Mast Climb the ship's mast to the crow's nest.
o CLIMB MAST
Bearings Finding the right way to go.
o SHIP BEARINGS <seamark>
Spyglass Gain greater detail on your surroundings.
o INFO <direction>
o INFO <direction> [item]
o Gain some detail on non-ship items in the ocean surrounding your
ship. You must have a spyglass in your inventory.
o Gain information on a harbour within reasonable distance. You must
have a spyglass in your inventory.
Shipscan View ships within range.
o SHIPSCAN NORMAL|BRIEF
Shipmeld Summon the ship's sea spirit and share in its powers.
o INVOKE SEA SPIRIT
o TOUCH FIGUREHEAD
o You have gained the power to meld your psyche with that of the
ship itself via the ship's figurehead, invoking a sea spirit to
summon seaspells for your ship. Touch the figurehead while
shipmelded to find out how much power it currently stores, and
what seaspells are currently active.
Shipcloak A seaspell to conceal your ship for a time.
o INVOKE CLOAK[ING]
o DISSOLVE CLOAK[ING]
o Power cost: 200
o A seaspell to surround your ship in a cloak of darkness from
other ships. Flares shot within a certain distance of your ship
will bring your ship to light, however. Shooting a flare from
your own ship while cloaked will also dissolve your cloaking.
Shipwarning Notice movement nearby, at cost.
o SHIPWARNING <ON|OFF>
o At a cost to both your endurance and willpower, you will be aware
of the movement of any ships near your ship, including cloaked
ships.
Wavecall A seaspell to summon an immense wave for instant movement.
o INVOKE WAVECALL <direction> <distance between 1-15>
o A seaspell to summon a wave to propel your ship a great distance,
instantaneously, at a great cost in personal endurance as well as
figurehead power. Both costs increase with greater distance.
Barrier A seaspell to summon prismatic barriers for all aboard.
o INVOKE BARRIER
o DISSOLVE BARRIER
o Power cost: 300 to initiate, plus 5 per barrier raised.
o A seaspell to invoke prismatic barriers around all those upon your
ship. Be careful: each and every barrier raised once this seaspell
is active drains power from the figurehead, until you DISSOLVE
BARRIER.
Anticipate Know when a ship changes course or manoeuvre.
o SHIP ANTICIPATE SHOW
o SHIP ANTICIPATE STOP
o SHIP ANTICIPATE START <full or short name of ship in range>
You have recovered balance on all limbs. (1.997s)
You quickly jerk back your fishing pole, but the hook pulls free of the fish.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 12)
SHIP COMMAND SPECIALISATION
---------------------------
This may be learned from Aitroyo, the harbourmaster, on the island of
Zanzibaar.
Command Basic command ability. Crew works better/faster!
o SHIP ASSUME COMMAND
Keelhaul Special treatment for one special persona aboard.
o KEELHAUL <unlucky target>
o Must be moving to use
o Send the unfortunate soul to a watery doom.
o You can keelhaul yourself IF you are the current Captain
and your crew will pull you out of the water, after a short tumble.
Fleetsense Details on ships of the same ownership or fleet.
o FLEETSENSE
Commscreen Screen communications from the mainland.
o SHIP COMMSCREEN CHECK
o SHIP COMMSCREEN RAISE
o SHIP COMMSCREEN LOWER
Shipmeld Summon the ship's sea spirit and share in its powers.
o INVOKE SEA SPIRIT
o TOUCH FIGUREHEAD
o You have gained the power to meld your psyche with that of the ship
itself via the ship's figurehead, invoking a sea spirit to summon
seaspells for your ship. Touch the figurehead while shipmelded to
find out how much power it currently stores, and what seaspells are
currently active.
Sailsgird Seaspell to protect your ship's sails.
o INVOKE PROTECTION FOR SAILS
o Power cost: 100
o A seaspell to gird the sails of your ship to temporarily reduce
damage from regular wear and tear as well as weapon attacks.
Hullgird Seaspell to protect your ship's hull.
o INVOKE PROTECTION FOR HULL
o Power cost: 100
o A seaspell to gird the hull of your ship to temporarily reduce
damage from regular wear and tear as well as weapon attacks.
Rainstorm Seaspell to extinguish shipboard conflagrations.
o INVOKE RAINSTORM
o Power cost: 50
o While shipmelded, you can invoke this seaspell to douse all deck
and sails fires at once.
o NOTE: You can use other abilities such as cast rainstorm, or have
buckets full of water. Doing this tho you need to be in the room
on your ship that is ablaze!
Windboost Seaspell to direct nearby winds.
o INVOKE WINDBOOST
o Power cost: 150
o A seaspell to temporarily boost your ship's speed.
Etch Etch a Token of Charybdis for emergency mainland returns.
o ETCH TOKEN
o SHIP RESCUE ME
o By obtaining a Token of Charybdis and etching upon it, you can call
upon the Spirit of Charybdis, the Whirlpool, to help your passage
back to safe shore should you find yourself in dire straits. See
HELP SHIPRESCUE for more information.
o Bronze tokens found in the Shop of Wonders for 5 mayan crowns, usable
once an
achaean day for each trait, allows you to ship return faster, as well as
ship
rescue me, without any endurance or willpower loss.
Shield Seaspell to protect ship from some attacks.
o INVOKE SHIELD
o A seaspell to weave a shield around your ship to protect it from
damage attacks. Can be shattered by a wavescythe seaspell.
Wavescythe Seaspell to break a ship's shield.
o INVOKE WAVESCYTHE <direction>
o Power cost: 200
o A seaspell to shatter the magical shield of a ship in an adjacent
location.
You have recovered balance on all limbs. (1.881s)
You quickly jerk back your fishing pole, but the hook pulls free of the fish.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 13)
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.
*Thank you to Ariettie for composing this guide.
The corners of Artanis's mouth turn up as he grins mischievously.
You have recovered balance on all limbs. (2.009s)
Artanis cocks back his arm and smoothly casts his line over the railing into the water.
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 14)
----------------------------------------------------------------------
| |
| T R A D E D E A L C H A R T |
| |
----------------------------------------------------------------------
_________ _________ _________ _________ _________ _________
| | | | | | | | | | | |
| SALT | | WOOL | |SANDSTONE| | COTTON | | GRAIN | | ORE |
| (ZAPH) | | (TASUR) | | (SHAST) | | (SHAST) | | (THRAS) | | (THRAS) |
| [1000g] | | [1000g] | | [1000g] | | [1000g] | | [1000g] | | [1000g] |
--------- --------- --------- --------- --------- ---------
| | | | | |
Minos Suliel Tasur'ke Orilla Zaphar Zanzibaar
4:3 1:1 4:3 4:3 4:3 4:3
| | | | | |
V V V V V V
_________ _________ _________ _________ _________ _________
| | | | | | | | | | | |
| HONEY | | FUR | | GRANITE | | TERRA | | SUGAR | | FRUIT |
| | | | | | | COTTA | | | | |
--------- --------- --------- --------- --------- ---------
| | | | | |
Karbaz Shastaan Karbaz Zanzibaar Tasur'ke Thraasi
3:2 4:3 3:2 3:2 3:2 3:2
| | | | | |
| V | | | |
| _________ | | | |
| | | | | | |
| | HEMP | | | | |
| | | | | | |
| --------- | | | |
| / | | | |
| Karbaz Karbaz | | | |
| 3:2 3:2 | | | |
| / | | | |
V v V V V V V
_________ _________ _________ _________ _________
| | | | | | | | | |
|CERAMICS |<-- | MARBLE | | TEA | | KAWHE | | GLASS |
| | | | | | | | | |
--------- --------- --------- --------- ---------
^ | Mysia 2:3 | | ^ | ^
| | | Minos / Shala-Khulia |
| | | 3:2 / 3:2 |
| Umbrin Colchis Minos | / Suliel | |
| 3:2 3:2 3:2 | Umbrin 3:2 | |
Mysia | | | 2:3 | |
2:3 V | V V / V V Colchis
| _________ _________ _________ ________2:3
-| | | | | | | ||
|PORCELAIN| ---->| SILK | | WINE | | INCENSE |-
| | | | | | | ------->| |
--------- Agiero --------- --------- | ---------
2:3 / / ^ | |
| / / ----- |
Mysia | Mysia Umbrin | Colchis
3:2 | 3:2 3:2 | Shastaan 3:2
| / / | 2:3 /
V | V V | V
_________ _________ Zanzibaar _________
| | | | 3:2 | |
| TABAC | |ARMAMENTS| | | PERFUME |
| | | |--- | |
--------- --------- ---------
| ^ | ^ |
| / | / |
| Thraasi | Zanzibaar |
Ageiro 1:2 | 1:2 |
2:1 / Zanzibaar / Shastaan
| _________ 2:1 _________ 2:1
| | | | | | |
| | SPICES |<--- | GEMS |<-----
| | | | |
| --------- ---------
| ^
| |
-------------------------------
Original design ideal and research by Favonius Stormcrow-Xanatov
Charting by Lisbethe Etienne Le'Murzen-Sparrow
You read what is written on a vellum journal with kawhe-stained pages:
"Seafaring", By Qui'anar Artanis Leafwalker, Death's Sovereign (Page 15)
This scroll shows the output of the HARBOUR INFO command, listed in
alphabetical order of the areas. The capacity is taken as it was at the
time of the command, the second number showing the maximum capacity.
Information for harbour: Upon a rotting dock
--------------------------------------------
Seamark: t Ageiro
Area: tt The Isle of Ageiro
Capacity: t 2/10
Type: tt Man-made
Port Levy: t 0
Can hire crew: t No
Can purchase stores: No
Cargo trades:
Cargo for trade: 1 gems. Price: 2 tabac.
Cargo for trade: 3 silk. Price: 2 tabac.
Trade deal: t None
Information for harbour: Rusted landing
---------------------------------------
Seamark: Clockwork
Area: Clockwork Isle
Capacity: 4/5
Type: Man-made
Port Levy: 1000
Can hire crew: No
Can purchase stores: No
Cargo trades: None
Trade deal: None
Information for harbour: Rocky beach at the base of a mountain
--------------------------------------------------------------
Seamark: Eirenwaar
Area: Eirenwaar Island
Capacity: 0/10
Type: Natural
Port Levy: 0
Information for harbour: A nearly frozen harbour
------------------------------------------------
Seamark: IlyreanTundra
Area: The Ilyrean Tundra
Capacity: 4/10
Type: Natural
Port Levy: 0
Information for harbour: End of the eastern pier
------------------------------------------------
Seamark: Minos
Area: The Village of Milena
Capacity: 1/30
Type: Man-made
Port Levy: 0
Can hire crew: No
Can purchase stores: No
Cargo trades:
Cargo for trade: 3 honey. Price: 4 salt.
Cargo for trade: 2 wine. Price: 3 marble.
Cargo for trade: 2 wine. Price: 3 tea.
Trade deal: None
Information for harbour: A quiet beach
--------------------------------------
Seamark: Rheodad
Area: The Forest of Rheodad
Capacity: 0/5
Type: Natural
Port Levy: 0
Information for harbour: A natural harbour
------------------------------------------
Seamark: Shala-Khulia
Area: The Rainforest of Shala-Khulia
Capacity: 2/5
Type: Man-made
Port Levy: 500
Can hire crew: No
Can purchase stores: Yes
Cargo trades:
Cargo for trade: 2 incense. Price: 3 glass.
Trade deal: None
Information for harbour: The harbour of Shallam
-----------------------------------------------
Seamark: None
Area: Shallam
Capacity: 6/30
Type: Man-made
Port Levy: 1000
Can hire crew: Yes
Can purchase stores: Yes
Cargo trades: None
Trade deal: None
Information for harbour: A desolate shoreline
---------------------------------------------
Seamark: Tenwat
Area: Tenwat Prison
Capacity: 2/10
Type: Natural
Port Levy: 0
Information for harbour: Upon a reinforced pier
-----------------------------------------------
Seamark: Thraasi
Area: The Thraasi Foothills
Capacity: 2/30
Type: Man-made
Port Levy: 2000
Can hire crew: Yes
Can purchase stores: Yes
Cargo trades:
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.
Trade deal: None
Information for harbour: By the gelid waters
--------------------------------------------
Seamark: Valhocoast
Area: The Valho Coast
Capacity: 1/20
Type: Natural
Port Levy: 0