Grim Waters Perilous Seas
Transcript of Grim Waters Perilous Seas
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Grim & perilous waters: Life on the open sea in the OldWorld
Seas
Great Western Ocean: prevailing wind is south-west, called Mannans giftas it bring many fish
Middle Sea: probably the safest in the Old World, also has a south-westprevailing wind but it is much calmer, as such it is called Mannans Kiss
Sea of Claws: probably the wildest in the Old World, especially in Autumn& Winter, it suffers a blisteringly cold wind that prevails from the east,called the Klaueshcrei, this sea also suffers very strong tides of over afathom
Southern Sea: perhaps the most unpredictable with terrible currents andmany pirates
Ice begs are called The frozen rage of Mannan
Weather
D10 Windspeed
Effects Modifier
Shipsrate
Fullspeed
per day
01-05
Calm 0 Becalmed - -
06-11
Light air +30 Drifting Steerage Steerage
12-19
Lightbreeze
+20 Crawling 1 knots 8 leagues
20-28
Gentlebreeze
+10 Coasting 2 knots 16leagues
29-38 Moderatebreeze - Breezing 3 knots 24leagues39-49
Freshbreeze
- Sailing 4 knots 32leagues
50-59
Strongbreeze
10% chance of rain,close-reef top
gallants,single-reef other sails
- Gliding 5 knots 40leagues
60-69
Moderategale
20% chance of rain,close-reef lateen sail,
double-reef othersails
- Cruising 6 knots 48leagues
70-78
Fresh gale 40% chance of rain,close-reef courses,
triple-reef other sails
-10 Flying 7 knots 56leagues
79-86
Strong gale 60% chance of rain,close-reef all sails
-20 Careering 8 knots 64leagues
87-93
Whole gale 80% chance of rain,reef all sails
-30 Thundering 9 knots 72leagues
94-98
Storm Driving rain,ship takes water
-40 - Steerage Steerage
99-00
Hurricane Torrential rain,ship begins to
capsize
-50 - - -
Season Mod Waters Mod Locale ModSpring
SummerAutumn
+10
-+10
The Sea of Claws
The Southern SeaThe Tilean Sea
+5
--10
Inland water
Shelteredwater
-10
-+10
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Winter +20 The Black Gulf The Middle SeaThe Great WesternOcean
-+5
-
Open sea
Prevailing windsGenerally:Day = onshore breezesNight = offshore breezes
The tip of Cape HornWinds were frigid and fierce. Ships were often pulled far south toward theAntarctic.
The Strait of MagellanAn experienced captain could shave weeks off the journey if he was familiarenough with the strait to avoid crosscurrents, riptides, sudden storms,
craggy cliffs and reefs.
Maritime distances from Erengrad (1 league = 3 miles)Erengrad-Salkalten = 65 leagues (3-5 days)Erengrad-Norden= 100 leagues (4-7 days)Erengrad-Neues Emkrank = 130 leagues (5-9 days)Erengrad-Olricstaad = 280 leagues (11-19 days)Erengrad-Marienberg = 370 leagues (14-23 days)
Length of uninterrupted sea voyagesShort haul = 1 week = 120-150 leaguesFair haul = 2 weeks = 250-300 leaguesLong haul = 3 weeks = 350-450 leaguesEpic haul = 4 weeks = 500-600 leagues
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Navigating
Tools of the tradeCompass, hourglass, lead, astrolabe (measures height of sun above horizonso as to determine a position on the north-south axis) & charts.
Sighting (during day)2-3 times per day a navigator tries to determine the ships position bysighting the position of the sun and cross-referencing the angle in his logtables to find their latitude.
Clear Cloudy OcastQuadrant -10 -20 No sightAstrolabe - -10 No sightCross-staff
+10 - No sight
Logging2-3 times a day, a log is thrown overboard attached to a long (100-fathom)line and the hourglass watched for a minute.Line is marked at regular intervals (a fathom) with a knot.
The log is left to float down past the ships side for a minute.As the log floats past it pulls the line out and with it the knots.Since 1 mile = 880 fathoms.
Knots pulled /minute
Ship speed(knots)
15 1
30 245 360 475 590 6100 7
> 100 8 or more
Dead reckoningUsing a map and the ships last recorded position, the latitude sighted andthe speed logged, the navigator can try calculating the ships position. Thisprocess known as dead reckoning though primitive is accurate 90% of thetime! (Int test) Then, based on the wind and the prospects (Int test toguess the wind direction and force in the next 4 hours), the navigator willorder a course and sail settings (see below).
CurrentsCan be seasonal and/or tidal and/or fluvial.Ebb and flow.
HeadingA helmsman steered the ship using a whipstaff (7-yard long tiller) frominside the wheelhouse (protected from inclement weather and enemy fire).
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Even with the course determined, the risks are not eliminated; thehelmsman must stay true to the course (Sail test) set by the navigator.
Steeringaid
Clear Cloudy Ocast
Fog/night
None - -10 -20 -30Sunstone +10 - -10 -20Lodestone +20 +15 +10 +5Compass +30 +25 +20 +15
Not forgetting the weather modifiers (see above).Failure indicates that the helmsmans heading is off-course (equal chance ofstarboard & port):
Unlucky (1-10) = D10 off course
Clear (11-20) = 2D10 off course
Horrific (21-30) = 3D10 off course
Disastrous (31+) = 4D10 off course
Sails & riggingRig = sails, masts as well as devices for hoisting & manoeuvring
The amount of sail hoisted is divided into quarters:
Quarter sail
Half sail
Three quarters sail
Full sail
Navigators orderExamples include:
Full sail aheadThree quarters sail and 10 to starboard.
Sail typesLateen = for sailing across the windSquare sails = power for speedFore sail = manoeuvrability
Top gallants = even more speed
Topgallants can weaken, even damage masts in high winds.Topgallants can be dangerous in crosswinds due to the increased risk of
capsizing.
HeightsReefing sails is both difficult (Climb test + 20) and slipping is dangerous (itsa long way to fall):main yard = 10 yards or 30 feettop yard = 20 yards or 60 feetlookout nest = 25 yards or 75 feettopgallant yard = 30 yards or 90 feet
The largest ships had masts 150ft high!
ManoeuvringBig ships are generally unwieldy but good at tacking
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Most rudders (hinged to the stern with pintlets & gudgeons) allowed onlylimited movement 7!
To go about required using the sails & the wind (i.e. impossible ifbecalmed unless under oar).
Sailing speedKnots = number of miles sailed per hourBut maritime distances are measure in leagues (1 league = 3 miles)Ships sailing speed depends on:
The wind speed (see beginning)
The wind direction (see below)
Winddirection
Top speed
On the quarter Full speedAbeam 2 knots below full speed
Astern 2 knots below full speedOn the bow 1/5 normal speed
(tacking)
Triremecould reach 7 knots under oarscruise at 5 knots and developed a battle speed of 7 knots
Longshipsreplica of the Gokstad ship was found to be able to attain speeds of 10 to11 knots
Modern replicas have achieved speeds of up to 14 knots
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Inside a ship
AnchorsThese were huge wooden & iron, sometimes entirely iron structures thatwere attached to the ship then dropped into the water to slow or even halt aship.
Bitt = large wooden beam inside the ship to which the anchor was attached.The rope which connected the anchor to the ship was the thickest of all theship and was called a cable (it was often the thickness of a mans arm!).
On all but the smallest ships, the anchors were so heavy that a single man,even a team of men were unable to raise it unassisted. Ships were thereforefitted with upright winches called capstans.
For example, the Vasa had two capstans:
A large capstan on Vasas top deck = for sails = required 20 menA smaller capstan on Vasas battery deck = for anchors = required 8 men
DecksOrlop deck = used for storage, e.g. sail bin, carpenters store, barbers room& oars for longboat.
Storage deck = dry provisions, rope, timber & blocks.
Galley = consisted of a stone slab surrounded by a brick wall. Over an openfire hung a huge (180 litres) cauldron that cooked for the whole ship.
Hold = contained the ballast, the victuals (barrels of salted meat & fish) and(in the stern) gunpowder barrels as well as (in the fore) the anchor cables.
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Daily routine
WatchesDay light from 8am to 8pm +/- 4 hours for summer/winter.Measured by an hourglass.Announced by the ships bell.Within a watch there are teams:
One team per mast (state of ropes & sails)
One team for ship (cargo, armaments)
Time Watch DutyMidnight -4am
Middle Port
4am 8am Morning Starboard
8am noon Forenoon PortNoon 4pm Afternoon Starboar
d4pm 8pm Dog Port8pm -midnight
Night Starboard
Duty of helmsman and lookout are rotated hourly due to the difficulty ofremaining vigilant on these monotonous but vital roles.
Regular duties include:
Changing sails
Trimming sails
Maintenance of sails and/or rigging
Crew not assigned to watches normally serve a day watch (6am-6pm)During emergencies (storms or battle) all hands on deck.
PumpingNo ship was totally waterproof.As a result every ships bilge slowly filled with water.
To prevent a large accumulation of water than may lead to capsizing all shiphad to bail water.Most ships, especially large ones, were fitted with bilge pumps to helpremove water from the base of their cargo holds (the Vasa had 4!).
The pumps were worked by hand, usually every morning for about an hour.
Lookout[Land/Sail/Breakers] Ho! or [Point of interest] [x] off the [port/starboard]bow
The following points of interest can be spotted up to:Breakers = 3 leagues awaySail = 6 leagues awayLand = 10 leagues away
But visibilityis considerably reduced in (cumulative):Drizzle: -10
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Moonlit night: -10Fine mist: -20Light snow: -20Driving rain: -20Moonless night: -30
Thick fog: -40Blizzard: -40
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Combat
OrdersAll hands on deck!Reef all sails!Clear the decks!Fire the stove!Heat the tar
Tar placed to heat on cooks stove (used in repairs and amputations).Batten down the hatches!
Ship manoeuvrability
Ship type Perround
Small oared 30 turn
Large oared 20 turnSmall sailed 15 turnMediumsailed
10 turn
Large sailed 5 turnHuge sailed 2 turn
Other ships attitudeA ships attitude to the wind is either described as:Beating (actually sailing a series of short hauling tacks to windward)Hauling (perpendicular to the wind)
Running (wind from behind)
Inside shipDecks are 4-5 foot high (-10WS) and dark (-10WS) = -20WSGunwales open in port to provide ventilation, were closed at sea (stopswater entering)
BoardingNets draped on side to hamper boarding actionsDistance that must be crossed between 2 ships = 4-12 feetSwivel gun usually locked down at the last moment (preserves the elementof surprise)
Cannons sizes
1lb = swivel gun
2lb = robinet
3lb = falconet
5lb = falcon
7lb = minion
9lb = saker
12lb = demi-culverin
18lbs = culverin
24lb = demi-cannon
32lbs = cannon 48lbs = cannon royal
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Cannon rangesFalcons were usually accurate to 300 yards with a maximum range of2000+ yards!Minions were usually accurate to 400 yards with a maximum range ofalmost 3000 yards!So suggested ranges (in terms of WFRP mechanics) are 100/400/2000.
Reloading cannons
Rounds required to reload a gun = (guns poundage) x 4 number ofgunners x 2
Maximum gun crew for small (12lb) guns = 8 gunners
Reload time can be reduced by:o Increasing the gun crews effectiveness through repeated
training, at the cost of time (months, even years of training),barrels power & crates of shot. Each level of gunnery gained bya gunner reduces reload time by 1 round. So effectively:
Gunnery= no bonus, simply allows gun crew to fire atfull BS (unskilled = BS 20)
Expert gunners (Gunnerylevel 1) = -1 round
Famous gunners (Gunnerylevel 2) = -2 rounds
Legendary gunners (Gunnerylevel 3) = -3 roundso Reducing the time spend pouring water onto the barrel (to cool
it), though this increases the risk of misfires (see Firearmssection of Fumbles table). Add an extra D10 for every roundrushed, i.e. gained
Minimum reload time is 4 rounds
Once a roll has determined that the vessel has been struck,determine the hit location accordingly:
01-10: Below waterline
11-26: Lower hull
27-40: Upper hull
41-50: Maindeck (10% of hitting crew)
51-60: Forecastle
61-65: Foredeck (5% of hitting crew)
66-70: Sterncastle
71-75: Poop deck (5% of hitting crew)
76-85: Mast
86-99: Rigging
TacticsKeep your broadside bearMaintain the windward side (ensures the guns are more elevated)Keep their broadside rare
Ideally, fire at sails & rigging then board.
If boarding is impossible, sail close and direct fire at enemys vesselswaterline.
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If overpowered, the last resort is to set off the powder magazine.
Naval warfareCannon quickly became indispensable for naval warfare. Closing with andboarding an enemy ship became the final stage of the battle, not itsbeginning. The preliminary stages were manoeuvre to gain advantage,bombardment of the enemy ship to destroy its masts and rigging, and so itsability to manoeuvre, to sweep its weather decks of defenders, and to stavein its wooden sides and set it on fire. Fire was set by heating the shot red-hot in a furnace and lodging it in the enemy's flanks. The engagement didnot begin at full range of the cannon, but usually at 'half pistol shot' orabout 100 yards, frighteningly close, when the broadsides would have theirmaximum effect.
The heaviest guns were placed on the main gun deck, low in the ship.Lighter guns were placed on higher decks, and even on the top deck. Shipswith several gun decks tended to be top-heavy and in danger of capsizing if
the weight carried was not properly distributed. These guns fired broadside,so the ship had to be manoeuvred to direct their fire. Guns on the weatherdeck could be aimed more flexibly, and the cannon placed at the bows andthe stern were especially valuable to protect the ship from attack fromthese directions, which were favoured by attackers since they were not thenexposed to the ship's broadside. It was found that ships of greaterarmament (weight of broadside), competently handled, could always defeata ship of lighter armament, but that the more lightly armed ships, ifcompetently designed, could always outrun a more heavily armed ship.When two ships encountered one another, their captains carefullyconsidered their chances, so the result was that nearly all individual battleswere between ships of about the same size. Slow lightly armed ships did not
survive long in warfare.By the time he died, and Henry VIII became king, there were 5 royalwarships. Two of them were new four-masted carracks that were muchlarger than the usual English merchant ship. By the time that Henry VIIIdied, in 1547, the navy had been built up to about 40 shipsWarships now carried much heavier cannon on board, about 20 heavy, and60 light ones
Capture
Most of the time, captains preferred to capture ships rather than destroythem.
Captured fortresses could be ransomed (in 1613 Sweden paid Danemark 1million daler for Aulborg fortress)
SinkingIf and when a ship has taken so much water onboard that she can no longerstay afloat, roll a D10 dice to determine her descent in the crushingdarkness:
D10 result
1 Ship hits bottom (sits on shallow area without completelysubmerging)
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2 Sinks gently (takes 5D10 rounds to submerge)3-4 Lists to Port (Port takes 3D6 rounds to submerge, entire ship
submerges in 3D10 turns)5-6 Lists to Starboard (Starboard takes 3D6 turns to submerge, entire
ship submerges in 3D10 turns)
7-8 Ship breaks up in (pieces submerge in 2D10 rounds)9 Ship goes straight to the bottom (submerges in D10 rounds)10 Ship goes down immediately, sucking down everything within 50 feet.
Swim test or get dragged under and drown
Sea burialsBodies are stitched into their sailcloth hammocks and weighed down by acannonball at each end. The Captain then recites a prayer before the bag isslid off a plank down into the waters below:We therefore commit these bodies to the deep, to be turned back to thewomb of this world, looking for the resurrection of the body, when Mannanshall give up his dead and join his place beside his mother and father, Rhya
and Taal to seek their counsel. Until that day, may Morr guide their souls
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Trading
CapacitySmall: 700t
CargoBurthern is the tonnage available for cargo.Crew = 2 cwt10-pounder = 1 tonShot = weight of shotPowder = weight of shotProvisions = 12lb/man/day
Liberty chests
Trunks or sea chests than usually measure 3ft x 2ft x 2ft.Usually contain personal possessions but can carry trade goods.
EquipmentSpares (for repairs)PindasAnchors
AnchorsUsed for keeping the vessels head to the wind, thus reducing the danger ofswamping.Sea anchor: used to ride out gale/storm.
Bottom anchor: used in relatively shallow water (
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Maritime life
Maritime encountersLand encounters
Pirates/native trying to flag down/swim out to vesselWild animals (opportunity for fresh meat)Castaways in need of rescue
Fishing boatLocal merchant vesselForeign merchant vesselPiratesLocal warshipForeign warshipMutiny/dissent/argumentMaelstrom/tidal bore/whirlpoolSquall/Freak wind
Fire onboardEquipment failureFood/water spoilageDisease/scurvyFighting onboardMan over boardWhales/dolphinsSeals/walrusesSea monsterSirensHarpiesUnchartered island
DoldrumsAccident onboardShip damagedAbandoned ship
Maritime pastimesSongFiddlingDanceStorytellingCarving/whittling
Gunnery practiceBoard gamesGambling (illegal aboard ship)Smoking (illegal aboard ship)
SleepingCrew lived on battery decks among the cannons. Sleeping & eating on barewooden decks. Often as many as 7 between each cannon. Only the officershad dedicated sleeping quarters called bunks or cots.
SoundingConducted by the leadsman.
Using a 10-pound lead to check water depth.
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Uses 25-fathom line marked every fathom (6 feet) and tallow insert in base(to check nature of sea-bed)Only performed when ship is moving very slowly 1-2 yards per second
GroundingRisks are present from:ShorelinesRiversReefsParticularly bad news if the hazard is leeward and the vessel is drifting!
KedgingIf grounded and requiring help, a ship raises its flag upside down.Kedging is possible by putting a bottom anchor in a longboat and thendropping it leeward of the ship. Then using the winch the crew pulls the shiptowards the anchor and off the obstacle.A ship attempting to enter a harbour without a pilot is running the Dance of
the DeadBut only possible in waters of less than 25 fathoms.
FireAll flints, candles, lanterns or other sources of fire are forbidden, as they arethe sole custody of the purser. The only exception is the cook and hiskitchen, usually placed at the stern, well away from the powder room.
Disciplinary rules
No running
No gambling
No smoking No women
All flints, candles, lanterns or other sources of fire are forbidden, asthey are the sole custody of the purser. The only exception is thecook in his kitchen and the captain.
No one other than the quartermaster is to visit the hold without theCaptains permission
No one other than officers, passengers, midshipman and bosun are tovisit the steerage without the Captains permission
No one other than officers are to visit the great cabin without theCaptains permission
A sacrifice to Mannan is required every time that a ship sets sail
A prayer to Mannan is said by every sailor starting his watch:o We, here today, pledge to honour thy name and respect your
realm,o Please allow us to cross your vast dominion unharmed.
o For this we do humbly pray,
o And beseech your forgiveness.
o For thy art the master and we are but the humble children of
Rhya
The captain must always be saluted by a sailor
The presence of a captain on the bridge is always heralded:o Captain on the bridge
o Captain off the bridge
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No sailor or passenger is allowed to carry arms other than a daggerwithout the Captains permission. All other arms are to be handedover to the midshipman wholl store them for safekeeping in shipsarmoury safely under lock & key (the Captain holds the only key)
Sailors not on watch are confined to the top and main decks unless
they have the Captains permission The captain is the ships master. Other than Sigmar himself, he is the
ultimate judicial authority. He is bestowed with the power toinvestigate, try and punish all crimes.
Sentences
Minor offenceso Fined 1-10 days pay
o Fined rum rations 1-10 days
o Flogged for 6-12
o Repeat offender = 12-24 lashes
Severe offenceso Striking an officer = loss of a hand
o Marooning
o Keel-hauling (could be keelhauled not just once but twice, even
thrice!)
Capital punishmentso Hung from the yardarm
o Sold into slavery
In the name of Sigmar and our beloved king/emperor,I sentence you to receive one score strokes of the whip,delivered on the bare back,for falling asleep during watch.A further dozen strokes shall be delivered for questioning the decision of theboatswain.May the gods have mercy with your soul.
Executioner = boatswain or boats swine
Types of punishment
The irons the punished are sat in several inches of freezing bilgewater. Its dark, it stinks and rats frequently scamper past, sometimes
gnawing at their extremities. Food is given once a day in silence. Thedeprivation and the harshness of the conditions require a WP testevery day to avoid gaining 1 Insanity Point.
Catonine tails public punishment, between 5 and 30 lashes with anaim to discipline not to kill. D3 + Str for each lash. Remember thatpast 0 Wounds, a characters Wound cannot lower. However eachcritical inflicts 1 Insanity Point.
Keel hauling victim is attached to a cable and dragged down theside, into the water, underwater, over the keel and up over theopposite side. The entire process takes 2 to 3 minutes and is lethal inthe majority of cases. If the victim doesnt die of drowning (after T
rounds, victims looses 1 W per round) he is likely to survive being
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dragged over the molluscs (D4 W to a random body location perround)
Hanging the most severe punishment, the accused is hung from theyardarm (the main masts arm) until thoroughly dead. Indeed thehanged may be displayed for days on end.
Mutiny
Generally only occur on long and/or perilous voyages
Mutineers are desperate men as the sentence for their crimes isdeath
Mutinies arent unleashed unless at least a third of the crew arecommitted
The first objective for mutineers is the gun locker
The second is to eliminate the captain either by marooning him,putting him to boat (usually with his officers) or by execution
CareeningNecessary every 4 months as ship speed slows by 10% every month (due toaccumulation of molluscs) and toredo worms risk weakening the hull.
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Crew
Life as sailorOnboard life was awful:
Stench (bilge water was stagnant as well as rotting provisionsand/or cargo)
Diseaseo Legs shrivelling
o Teeth falling out
o Neck swelling such that the victim could not speak
TediumIrrespective of rank and seniority, everyone aboard wore headgear.
Example of the crew for a large, fighting vessel:1 admiral
1 captain2 lieutenants1 barber1 priest1 trumpeter (signalman?)4 steersman2 shipmasters1 leading seamen6 deck officers4 quartermasters90 seamen20 gunners
1 flog master1 cook1 cooks assistant4 cabin boys
In large navies, a vice admiral presides over a squadron of ships (#?)Shipmaster helps the captainLieutenants & leading seamen = looked after gunnery & artilleryDeck officers = lowest officers in the navy
Pilots
Best way to begin is to have the PC employed on a vessel whose captain(the GM) is seeking a new pilot. After one or two voyages between knownports, a commission to explore and open up new trade routes will keep theinterest high. Eventually, the PC will (hopefully) have earned enough moneyto buy his own vessel, or to persuade a usurer to finance his purchase.
A veteran pilot would have charts for several different regions and togetherwith his rutter he will slowly generate an impressive body of knowledge. Aprivate rutter is a compendium of maps, charts, facts, experiences andhearsay. In fact it is probably the single most valuable item aboard a ship.So much so that the unauthorised possession of a rutter is a capital crime.As a result, in the right circles, the rutter of a famous master pilot can fetch
hundreds, if not thousands of gold pieces.
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Apprentice pilots are not paid. Instead they receive the honour of theirmasters teachings, an occasional gift as well as board and lodging aboardthe ship. Nearly all pilots have at least one apprentice. Certain wealthy orfamous pilots may have two. Apprentice pilots usually train first at one ofthe few naval academies. Baron Hendryks College of Magick & Navigationin Marienberg is probably the most famous in the Old World. Thereafterapprentices must have served under at least two pilots, before attempting adifficult oral test.
All sea-going vessels over 30 long are required by law to carry masterpilots.Although captains command a vessel, a pilot navigates it:
Calculates the vessels position
Plots the courses to be steered
Calls the quartering of the sails
Above all other ranks navigators are respected by other seafarers. This is
also reflected in their high pay (almost as much as the captain).
BarberWas vital as most men died not of combat but of disease!
Blood letter = let blood or run out an illness
Culperer = prepare medicines
Surgeon = extract teeth & amputate limbsCommon diseases (bone ailments, skin complaints, shivers, scurvy) wereresponsible for 90% of deaths.
Scurvy = terrible disease which rotted the skin and gums and caused teeth
to fall out, prevented by daily doses of orange or lemon juice
Diseases common to the Panama route* Yellow fever* Malaria* Dysentery* Cholera - an epidemic in Panama City killed many as they waited.
Diseases common to the Cape Horn route* Scurvy - due to lack of fresh fruit and vegetables.* Cholera
CarpenterRepairs the ship & prepares coffins for dead officers (dead sailors arewrapped in canvas & heaved over board. Captain is returned to port in abarrel, pickled with rum).
SailorsKnown as jack tar due to the habit of painting with tar or tarring not onlytheir clothes and hats but also the tops of their heads (should they go bald).
Only about half of seafarers could actually swim.
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WagesPaid every 30 daysCrew are obliged to serve until the vessel returns to their home portEqually, although the captain may discharge a sailor in any port, if it is notthe sailors home part he obliged to pay compensation.Crew taking their leave for good usually expect a golden handshake of 10-30 days.Should a crew member die, a report is expected to be filed in the first portof call and compensation paid to the local Seamans Guild (pay due + 30days widow bonus)Should crew jump ship (leave secretly) they forfeit all wages due - despitethis forfeit, desertion was quite common (30-45%), especially as it wasperfectly legal to serve another mans conscription.
Position Roles Pay(shillings/d
ay)
Share
Libertychests
Owner Owns the ship - 60 -Captain orMaster
Ultimate authority 13 20 5
Pilot Navigator (same ascaptain on small vessels)
8 15 4
First mate Officer: executes ordersand is reserve Captain
5 8 3
Midshipman Port watch, 4 6 2Boson Starboard watch,
discipline4 6 2
Able-bodied
seaman
Team leader of mate,
helmsman, sounding
3 4 1
Ordinaryseaman
Rigging (at least 2 years) 2 2 1
Deck boy Cleaning, pumpingbilges, swabbing decks(at least 30 days,probably 1 year)
1 1 1
Shipscarpenter
or chippy 3 4 3
Marinesergeant
2 4 2
Marine 1 3 1
It may not sound like very much given the harsh conditions but bear in thatin addition to their coin, all crewmembers benefited from regular meals &fixed lodging.A final form of payment was cloth (homespun wool).
This permitted every man to makes is own garments.Usually a long canvas undershirt + homespun wool undergarments.
Duties to the dead1. A report must filed at the temple of Mannan in the ships next port of
call
2. Full payment of wages owed must be paid to the temple (goestowards a fund that cares for local widows and orphans)
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3. As well as a widows bonus of 30 days wages (DB= 30/-, OS = 60/-,AB = 90/-)
4. Often pay more since the vessels reputation is at stake
Sailors have been maimed during their duties aboard a ship can also expect
compensation depending on the severity of their disability:
Injury Compensation
Loss of an eye 2, 10/-Loss of rightarm
15
Loss of left arm 12, 10/-Loss of a finger 2, 10/-Loss of right leg 12, 10/-Loss of left leg 10
PrivateersSimilar to pirates except that:
Letter of Marque is required to prove that the ship isnt a pirate
Only nobility are licensed to grant Letters of Marque
Captains must only attack ships belonging to enemy nations
To capture an enemy ship, the captain usually places of his crewonboard
To claim their prize, captains must bring their ship back to afriendly port
An enemy vessel returned, the privateers can claim of its totalvalue
SuperstitionsBefore setting sail, every ship and its crew seek to be blessed by a priest ofMannan. Sometimes even blessing every plank of the ships hull!You, believers or not in Mannan, who are about to embark upon the vastdominion of the Lord of the Seas, gather ye and pray us together for it istogether, on the same fragile and uncertain embarkation that you shallcross a wild and unknown realm; a territory that is not yours, on which youhave no right, but only duties; a duty of humility and reverence, for nothingis more powerful than the surge of the seas and the fury of winds; a duty ofsolidarity, for united and adrift alone in the vastness of this ocean, you all
share a single and like destiny. The moment you quit the protective andcaring earth of Rhya, mother of our Lord, your one and only master willbecome the almighty Manann. He be a wild and turbulent god, pray thusthat none among you incur his wrath. Thus should there be one among youwho feels his soul too blemished to face the judgement of Manann, abandon
ye now this voyage lest he lead his companions to their peril
Onboard, sailors regularly pray at the tiny shrine to Mannan (built into thefigurehead) and offer a thimble of grog to her.A regular service is held every second Festag,
No magic, even of divine nature on the Ship: it attracts sea daemons
Women always bring bad luck No whistling: it brings bad omens.
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No gazing directly at a Full Morrslieb: it attracts bad waves
Dolphins cannot be fished, as they are the messengers of Mannan
Ravens, as messengers of Morr, are not welcome on ships and arethus shooed away.
Albatrosses are welcome as they are considered to be good omens
they are not only welcome but fed and watered by the crew. The ships figurehead is the most holy part of the ship as it contains
the ships soul. Damage to the figurehead is considered an omen ofdoom.
Women bring bad luck.
Wizards are dangerous as they call spirits best left undisturbed,attract fire and the enemys attentions
A bowl of water and platter of grain is left on the deck every night forKlabaster, king of the Kobolds. Though he doesnt dine every night,you can be sure that hell take his share every once in a while.
The Black Freighter is attracted to death. Sailors take pains never to
kill anything they dont need to while at sea. The Black Freighter hunts wreckers and takes revenge on those who
trick sailors to watery graves.
Having any kind of criminal on a ship is bad luck, but murderersattract the ship like blood attracts sharks.
Hanging a dead mans shoes from the mast will keep the blackfreighter at bay.
Some sailors keep a cat onboard in the belief that the cat can smellthe ship and keep sailors clear of it.
Mutiny attracts the ship as certainly as murderers and plots of murderdo.
The ship travels in a perpetual storm preceded by a ghostly mist thatseems to have a mind of its own.
Some ships keep a fire burning all night long, thinking that the ghostship can only travel in complete darkness.
Some claim that if the ghost ship finds you, giving it one of your owncrew will make it go away.
Whenever a ship enters a storm, sailors blindfold the figurehead.They believe if the figurehead sees the ship, it will sink out of fright.
At night, the bosun never strikes the sixth bell. Instead he calls it out.This little custom comes from the belief that the ship struck the reefon the sixth bell.
Black seems to be an important colour when speaking of the ghostship. Some captains refuse to let anyone wear black on board ... justin case
Black birds are also bad omens, especially when they land on thefigurehead. Many captains refuse to carry a corpse on board for thesame reasons.
If a man dies on board, it is customary to never have another man onthe ship with the same name. If a man has the same name as thecorpse, he must take a nickname and never be called by his realname.
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Ships supplies
Supplies = provisions (victuals or foodstuffs) & stores (stuff for the ship)
Food
Food was monotonous = beer, bread, dried/salted meat.With up to seven men per wooden bowl.Other than garments, spoons were just about the only personal possession.Only officers enjoyed glass, pewter & ceramic utensils.
Terrible aboard military ships, especially oared vessels.Slightly better aboard merchant ships.Consisted of:
Gruel or Nurgles spit (grain porridge, served daily)
Salt beef (often salted years before, sometimes decades before,therefore can be as hard as stone, boiled then grated, served once ortwice a week)
Waterfowl (chickens that prowl on deck, served for the captain) Biscuits (hard and weevil-infested) known as hard tack
Dried beans, lentils, prunes and currents
Daily diet = bread, peas, beans, oatmeal, fish, biscuit & dried, salted orpickled meat.Drinking water fouls 20 days after being casked.Purchased by purser from marine chandler.Access controlled by purser/quartermaster and/or bosun.
In order of perishabilityProvisions generally consisted of 2-3 months of beer, water, salted meat &
fish.
Days Type of provision3 Fresh vegetables5 Fresh fish (Take from the ocean and she'll take
from you)10 Fresh meat15 Fresh water20 Biscuits25 Salted fish30 Smoked fish
35 Dried vegetables40 Beer45 Rum50 Pickled vegetables
The BIG 4lumberpitchcanvasrope
powder & shot
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Typical suppliesCheese, beans, oats, malt and barley for beer, wine, bread, eels, venison,herrings, rice, figs, and raisins were other food items the garrison received.Other non-food supplies would include horses and harnesses, hauberks,suits of mail, crossbows, cables, cords, coal, arrows, bolts, iron, and lead.
handmill112 quarters of corn10 quarters wheat malt112 quarters beans7 bushels of mixed beans and barley2 tons of pilcorn9 1/2 quarters of oatmeal78 carcases of salted meat81 oxhides40 mutton carcases72 hams
1,856 stockfishwine, honey and vinegar
Salt pork, salt beef, ham, hard bread, salt, 40 pounds of butter and cheese,tea, sugar and spices.
Problems with supplies:* Salt meat often went bad.* Wine turned to vinegar.* Bottles of fruit juice blew up.* Candles melted near the equator.* Rats ate cheese.
* Butter and lard went rancid.* Weevils got into flour, rice and hard bread.
Sailors complained their food was so bad that it included mouldy bread anddiseased meat. Pepys met with suppliers and agreed rules about thestandard of food purchased from them to make up crews' rations. Everyday, sailors were to get one gallon of beer, 500g of biscuit, 100g of salt beefor fish, butter and cheese. The absence of fresh fruit and vegetablesensured that the terrible disease of scurvy would continue.
They lived mainly on ships' biscuit (about half a kilogram a day) and dried
salted meat, usually pork or beef. Each sailor was also given 10 pints (5.7litres) of beer every day.
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For crew of 50 on a 4-week voyage:
Type Details Weight Cost No. Total(CWT
)
TotalCost
Fresh vegetables Per bushel .5 3 32 16 96
Fresh fish Take from o ocean & she'll take from you per
barrel
2 10 8 16 80
Fresh water Per hogshead 5 1 35 175 35
Biscuits Per bushel .5 .5 64 32 32
Salted fish Per hogshead 5 98 2 10 196
Smoked fish Per hogshead 5 80 2 10 160
Dried vegetables Per bushel .5 11 32 16 352
Beer Per hogshead 5 3 35 175 105
Rum Per keg 1 5 8 8 40
Pickledvegetables
Per hogshead 5 35 3 15 105
Total 473 1201
24tons
Wet goods measuresKeg (12 gallons or 60 bottles) = 600 enc (100lb)Barrel (25 gallons) = 2 kegsHogshead = 2 barrelsButt = 2 hogsheads ( ton)Dry goods measuresBag = 100 enc (20lb)Bushel = 400 enc (60lb)Sack (3 bushels) = 800 enc
Units of weights
100lb = 1 hundredweight1 hundredweight = 1 cwt20 cwt = 1 ton1 ton = 10,000 enc
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Dockside
ShipyardsRequire scores if not hundreds of workers.Roughly 1 oak tree per tun burthern of vessel.
Facilities include = slipways, sail-lofts, fitting shops, acres of seasoned andseasoning timber, offices, boathouses, careening cradlesMost work is repairing and maintaining vessels (not building new ones)Shipmaster Henrik Hybertson worked 400 men in his shipyard.Ships reckoning = table of principal measurements + important designdetailsUnderwater salvage was possible and to a depth of 30m (!) through use of asimple diving bell
Shipbuilding professionsCaulkersSailmakersShips carpentersSawyers
JoinersTurners & blockmakersWoodcarversBlacksmithsNailsmiths (up to 2 yards long &8,000 used)AnchorsmithsLocksmithsRopemakers
Master ship builderCaptain of the shipyardMast & maintop makersGun carriage makersBorers
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MasonsPaintersPortersHauliers
Tailors
CaulkingShips were made watertight using a mixture of pitch (wood resin boileddown to make a sort of tar) and old hemp (or yak hair) called oakum, whichwas then driven into all slits, and joints using wedge & sledgehammer.Rushed caulking can lead to the bilges overflowing, thus damaging cargo.Bailing is required to empty the bilges.
ShipnamesBlack DogUnicorn
MermaidOrbMercury (Quicksilver?)
Typical sea vessel sizes
Medium galleon (Nave Maen)Length on Deck: 85 feetLength on Keel: 64.5 feetHeight: 78 feetBeam: 17.3 feet
Draft: 8.5 feetCrew: 15-20Class: Yacht
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Displacement: 112 tonsStorage: 80 tonsRigging: square and lateen sailsOriginal construction: carvel-fittedplanksOriginal Construction Date: 1608Replica Construction Date: 1989Masts: fore, main, mizzenSail Area: 2,757 square feetAnchors: 4Cannons: 2 starboard, 2 larboard,2 stern chasers
Typical river vessels sizes
8t = medium fishing boat15t = large fishing boat30t = small barge60t = medium barge90t = large barge200t = largest barge
OutfittingEach man aboard requires a minimum of 0.2 tuns living space.
This is doubled for cabins, i.e. tun per passenger.This doubled again for horses, i.e. 1 tun per mount.
Each large anchor weights 0.5 tuns
Port encountersCargo inspection (cursory or thorough) revealing? Inconsistencies in cargomanifest? Tax evasion? Contraband goods? Confiscation? Fines? Arrested?Vessel impounded?Offer of a charter from a [merchant/noble/explorer/officer]StowawayPassengers (steerage and/or cabins)
FeesCollected by harbourmaster:
Pilots feeWharfage = 3s/foot/dayAnchorage = 2s/foot/dayUnloading fee (stevedores) = 4s per ton at a rate of 10 cwt ( tun) per hourper manBonding fee (if stored) = 2s per tonHawking fee (if sold) = 4s per ton
Registry fee (able to fly ports flag = halves wharfage and anchorage fees)= 15s/foot/year
Rates for passengersPassage (eat & sleep in a cabin) = 1GC per leagueSteerage (eat & sleep with sailors) = 6/- per league
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Pirate tongueAvast ye = hailed ship must stop3 sheets to the wind = drunkAbaft = rear of shipBilge = NonsenseBlack jack = leather tankard stiffened with tarBlimey!Brass monkey = cold weatherDrop anchor = throw anchorFreezing balls off brass monkey: brass monkey = brass triangle used tostack iron cannonballsGangwayGrog = watered down rumHornswaggle = a cheatMatey = a friendlyMe hearties = crew, term of endearmentMizzenmast = mast closest to aft
Quarter = a prize given to honourable looserQuarterdeck = just below poopRatlines = lateral lines on shroudsRopes end = floggingRun a shot across the bowsScuppers = drainage holes on top deckShrouds = standing riggingSink me!Son of a gun!Splice the mainbrace = I fancy a drinkStrike = lower or let down (sails or flag), striking colours denotes asurrendering ship
Trim = adjust sails to windUnder bare poles = a ship with no sails setWeigh anchor = raise anchor
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Complex commandsWatch, single reef topsails!Way aloft topmen!
Take one reef in topsails!Man topsail clewlines and buntlines,
weather topsail braces!Hands by the lee braces, bowlines and
halliards!Clear away bowlines, round in weather
braces, settle away the topsailhalyards!
Clew down!Haul out the reef tackle!Haul up the buntlines!Stand by the booms!
Trice up!Lay out and take one reef!
Light out to windward!Light out to leeward!
Toggle away!Lay in!Standby the booms!Down booms!Lay down from aloft!Man the topsail halyards!Let go the reef-tackles!Clear away buntlines and clewlines!
Tend the braces!Set taut!
Hoist away the topsails!Belay the topsail halyards!Steady out the bowlines!Clear away on deck!