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| Sailing https://www.amiaworld.net/phpBB3/viewtopic.php?f=103&t=65734 |
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| Author: | IronAngel [ Tue, May 08 2012, 17:55 PM ] |
| Post subject: | Sailing |
This is more of a request for real life sailing information as it might pertain to our setting, but any original FR material is also welcome. My PC is supposed to know about ships and sailing, but I don't even know what the back and front of a ship are called in English. Where can I find good, clearly presented information that lets me pull off a credible sailor? What kind of ships are most common on the Sea of Swords/Trackless Sea? |
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| Author: | Badger [ Tue, May 08 2012, 18:43 PM ] |
| Post subject: | Re: Sailing |
IronAngel wrote: What kind of ships are most common on the Sea of Swords/Trackless Sea? Normal sailing: ain't got a clue. As for the Sea of Swords: http://forgottenrealms.wikia.com/wiki/Sea_of_Swords Quote: The Sea of Swords separates the western coast of Faerûn from the Nelanther Isles, the Moonshaes, Evermeet, Lantan and the further off areas of Abeir-Toril such as Maztica. The famed explorer Balduran was the first noted Faerunian to explore the sea extensively, returning with wealth enough to build a huge city, a fine ship and with enough left over to retire comfortably. The sea is named for its numerous pirate attacks upon the shipping route extending from Waterdeep in the north, to Calimshan in the south. Piracy in the region is rampant despite the efforts of the navies of various Sword Coast ports and pirate hunters. Ships operating in the Sea of Swords often carry on trade between the ports of Luskan, Neverwinter, Waterdeep, Baldur's Gate, Athkatla, Murann, Velen, Zazesspur, Myratma, Memmon, and Calimport. Might be reasonable to assume you know a good tavern in each of those spots? I'd look into each cities lore a tidbit. Trackless Sea: Less information here, but this would be waters between places on the server, so you might want to write down the names of the in game captains and their routes. I think it would be cool if you took this map (http://amiawiki.shatuga.com/index.php/C ... :Geography) and drew color coded lines on it connecting ports. Any sea captain worth their salt knows the routes and how to avoid priates. Whether pirates are an issue in the Trackless Sea on Amia, you might want to explore around Warftown and the coast and learn the lore there. Other than that you would have to check around for plotting DMs. |
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| Author: | -Cloak-and-Dagger- [ Tue, May 08 2012, 19:07 PM ] |
| Post subject: | Re: Sailing |
IronAngel wrote: This is more of a request for real life sailing information as it might pertain to our setting, but any original FR material is also welcome. My PC is supposed to know about ships and sailing, but I don't even know what the back and front of a ship are called in English. Where can I find good, clearly presented information that lets me pull off a credible sailor? What kind of ships are most common on the Sea of Swords/Trackless Sea? Front: Bow Back: Aft/Stern Left: Port Right: Starboard Bit on the top where everyone stands: Deck Bit on the bottom that gets wet: Hull Bit inside where all the stuff goes: (Cargo) Hold Bit with the sails on: Mast Bit at the top of the mast where the one with the good eyes sits: Crow's Nest Guy with the coolest hat: Captain Everyone else: Mate http://forgottenrealms.wikia.com/wiki/S ... rcebook%29 I can't find that in my pdfs, but I imagine thats pretty helpful. Shouldn't be too hard to find. Can't imagine its too different. |
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| Author: | Mr. Hackums [ Tue, May 08 2012, 20:17 PM ] |
| Post subject: | Re: Sailing |
YES! I'm a competitive Sailor out in the real world, and I've even sailed on old Pirate Ship-like brigs. So while some of the names have already been given, I can go into some detail about how a sailboat functions. There's a lot to sailing that we haven't changed from really long ago, which I find quite neat. Basic Principles The most basic principle of sailing, and forgive me if this is something too basic to be said, is that the sails should be slightly off-perpendicular to the direction of the wind. Old, square-rigged ships (Ships with square sails), could only accomplish this at certain angles without simply moving backward. With the invention of the triangular sail, ships could essentially catch wind from a sharper angle and thus point themselves higher into the wind. This dramatically increased the speed in which sailboats could operate. Keeping in mind the principle of sails being perpendicular to the wind, let's look at angles of the ship. If the wind is coming from directly north, we can't put the front of our boat pointed in that direction. We'll move backward. So here are the Points of Sail. (There's a neat little Diddy to it, but I'll spare you). Here's a helpful link to illustrate: The Points of Sail - Irons/Dead Zone - Usually anywhere from directly into the wind to about 25-30 degrees away from it. That's in a modern ship, mind. Old sailboats couldn't point that high into the wind. - Close Haul - This is when you're pressed up against the edge of Irons, running at about 30-35 degrees away from the wind. During this point of sail, the ship will experience the most "Heeling", or tilting. This point of sail is actually quite slow due to the amount of tilt the boat has (Even though it feels really quite fast!), and the danger of pointing too high and losing all your speed. However slow it is, it remains to be the ideal point of sail if you're trying to sail upwind. - Close Reach - Not quite a Close Haul, not quite a Beam Reach. This point of sail is useful if the wind's a bit much to handle for a boat and you're still trying to get upwind. OR if you're more interested in comfort (Ie:), not dying from seasickness. - Beam Reach - This is when the boat is pointed directly perpendicular to the wind. This is actually the fastest point of sail, and if all the sails are "Trimmed", or aligned correctly, you can actually sail faster than the wind. - Broad Reach - The area between Beam Reach and Running. Fairly insignificant. - Running - This is when you're pointed directly WITH the wind. Even at this angle, Beam Reach is actually faster. Running is really stable. When in this point of sail, you can even place your sails on both sides of the boat, catching/displacing the maximum amount of wind. This is called "Wing and Wing" sailing. The issue with sailing in the Running point of sail is that sometimes you end up breaking your maximum hull speed, so the boat moves more up and down than forward. Every sailor is adept at finding the direction of the wind, and quickly. The easiest way to do so is to look around you when outside, and when you feel the wind passing over both of your ears-- that's where the wind's coming from. However! When you're moving on the sailboat, the wind is a bit different. There's True Wind and Apparent Wind. True wind direction is the actual, real direction the wind is coming from. Apparent wind direction is the direction is -appears- to come from when you're moving. Apparent wind is the only one that's really important, because as you're sailing, you're hopefully moving. So you end up adjusting your sails to fit this wind angle instead. Turning The actual path of a sailboat sailing into the wind is composed of many back and forth motions. This is called "Tacking". The more agile the sailboat, the more you can tack without losing efficiency. When you're facing the bow (Front) of the boat into the wind to turn, this is called Tacking. When you're pushing the stern of the boat through the direction of the wind, this is called Jibing, and its a lot more dangerous, as the sails whip across the boat really quickly. You can catch a sailor unaware and knock him off the boat. Hence, when jibing, you want to shout loudly, "Prepare to Jibe! Jibe-HO!" as opposed to the simple shout, "Tacking!!" Steadiness A nifty part of the sailboat is called the Keel, which is a dagger-like protrusion on the underside (Belly) of the boat. While on newer sailboats, it's really pronounced, on the older, square-rigged sailboats it ran from bow to stern and looked kind of like a spine. What this did was to stop the boat from tipping over to the side. And the increased steadiness would make the boats go faster (As they wouldn't get pushed to the side, they could cut through the water instead.) |
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| Author: | A Majestic Dwarf [ Tue, May 08 2012, 20:24 PM ] |
| Post subject: | Re: Sailing |
Starboard has also been known as Larboard in the past. My bad... Port was known as Larboard. A few more simple terms, but I don't know how limited your knowledge of boats is so I apologise if this seems condesending in the slightest Galley - Kitchen Rudder - Linked to the wheel, what its steered with Helm - The wheel where the ship is steered from Helmsman - the man who steers Rigging - The rope used to climb up the mast and into the sails to maintain them Crows nest - Where lookouts are posted, at the top of the mast Anchor - a weight dropped to keep the ship from drifting. Attached via cable or chain. Also.... I don't know how in depth you want to go... but I found this on Wikipedia which may help. |
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| Author: | Badger [ Tue, May 08 2012, 20:35 PM ] |
| Post subject: | Re: Sailing |
Mr. Hackums wrote: YES! I'm a competitive Sailor out in the real world, and I've even sailed on old Pirate Ship-like brigs. Professional Badass. |
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| Author: | Bravo21 [ Tue, May 08 2012, 20:36 PM ] |
| Post subject: | Re: Sailing |
IronAngel wrote: Where can I find good, clearly presented information that lets me pull off a credible sailor? What kind of ships are most common on the Sea of Swords/Trackless Sea? As usual, here is a good primer on the basics: http://en.wikipedia.org/wiki/Sailing As to what can be found on the waters of the Sea of Swords, basically any historical vessel prior to 1300 and before gunpowder and cannon begin to dictate the size and shape of sea going ships. The primary vessel would be a galley of two or three masts and forty or more oars for inland and coastal transport and caravels and galleons of two or three masts for long hauls that involve routs crossing open ocean away from land. The three ships Columbus used to cross the Atlantic Ocean were of the Caravel type if that imagery helps. In the Sword Coast North, up north of Waterdeep and around the Icewind Dale area, longships would be the common type of sailing ship. |
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| Author: | Pony [ Tue, May 08 2012, 20:50 PM ] |
| Post subject: | Re: Sailing |
AD&D Forgotten Reams - Pirates of the Fallen Stars Edit: LINK The book is about the ships of the inner seas, in addition this is second edition. However I am not sure if there is a Forgotten Realms book that is more on point. My take on it is that the vessels of the Sea of Swords and Trackless Sea are far more advanced that those of the inner sea, due to the nature of the waters they are in and the fact that the real seafaring nations are located there like Waterdeep. Caravel Cost: 10,000 gp Base Movement: 4 Emergency Move: 5 Crew: 15/50 Armor Rating: 9 Seaworthiness: 70% Saving Throw: Thick wood Power Type: Sail Cargo Tonnage: 180 tons Keel Length: 70 feet Beam Length: 20 feet Standard Armament: 1 large weapon Ram: Not allowed The caravel is used by the nations of Cormyr, Sembia, and Impiltur extensively, and is somewhat less common in Turmish and Chondath. It normally has two masts and square sails; no oars are used. The normal crew is from 30 to 40 men. Coaster Cost: 5,000 gp Base Movement: 3 Emergency Move: 4 Crew: 12/40 Armor Rating: 9 Seaworthiness: 50% 82 • Chapter 6 Saving Throw: Thick wood Power Type: Sail Cargo Tonnage: 100 tons Keel Length: 60 feet Beam Length: 20 feet Standard Armament: 1 large weapon Ram: Not allowed Also called a round ship, this is a small merchant ship that hugs the coast. This sailing ship is fitted with two masts and triangular sails, with the rudder hanging from one side. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with a smaller crew than a galleys. Coasters are common in Turmish, Chondath, Chessenta, and Aglarond. Cog Cost: 10,000 gp Base Movement: 3 Emergency Move: 4 Crew: 10/25 Armor Rating: 9 Seaworthiness: 65% Saving Throw: Thick wood Power Type: Sail Cargo Tonnage: 180 tons Keel Length: 85 feet Beam Length: 20 feet Standard Armament: 1 large weapon Ram: None The cog is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with two masts, but the cog employs square sails. There is normally one deck and fore- and sterncastles. Currach Cost: 500 gp Base Movement: 2/3 Emergency Move: 3/10 Crew: 2/4/10 Armor Rating: 10 Seaworthiness: 55% Saving Throw: Leather Power Type: Sail and Oars Cargo Tonnage: 5 tons Keel Length: 20 feet Beam Length: 8 feet Standard Armament: None Ram: Not allowed The currach is an early, primitive vessel made from thick hides stretched over a wood and wicker frame. It is used by the people of Aglarond and Turmish for local fishing. Drakkar Cost: 25,000 gp Base Movement: 2/4 Emergency Move: 3/12 Crew: 20/60/250 Armor Rating: 7 Seaworthiness: 50% Saving Throw: Thick wood Power Type: Sail and oars Cargo Tonnage: 40 tons Keel Length: 100 feet Beam Length: 20 feet Standard Armament: 1 large weapon Ram: None The largest of the Northmens longships is known as a drakkar or dragonship. Although a single mast can be raised, oars provide the main source of power. The minimal crew rows, while the remainder are carried for boarding and raiding. Due to its great size, the drakkar is not very seaworthy. This combined with the fact that there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, the drakkar is not a common vessel on the Inner Sea. Dromond Cost: 15,000 gp Base Movement: 2/9 Emergency Move: 3/12 Crew: 200/400 Armor Rating: 9 Seaworthiness: 40% Saving Throw: Thin wood Power Type: Sail and Oars Cargo Tonnage: 90 tons Keel Length: 175 feet Beam Length: 15 feet Standard Armament: 3 large weapons Ram: Allowed This ship is the largest of the Chessentan galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank, and three men per oar on the upper bank. A dromond can be used for both shipping and war. (The above configuration is the war configuration.) As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is occupied by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are limited. Dromonds are commonly from Mulhorand or Chessenta; both these nations have a long tradition of sea-battles with these mighty galleys. Galleon Cost: 50,000 gp Base Movement: 3 Emergency Move: 6 Armor Rating: 7 Seaworthiness: 75% Saving Throw: Thick wood Power Type: Sail Cargo Tonnage: 500 tons Keel Length: 130 feet Beam Length: 30 feet Standard Armament: 3 large weapons Ram: Not allowed The galleon is the largest and most advanced sailing ship on the Inner Sea. It is a sail-driven ship with three masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. Galleons are most frequently used in Cormyr, Sembia, and Impiltur. However, they are not common even there. Great Galley Cost: 30,000 gp Base Movement: 3/6 Emergency Move: 4/11 Crew: 40/140/200 Armor Rating: 7 Seaworthiness: 45% Saving Throw: Thick wood Power Type: Sail and Oars Cargo Tonnage: 150 tons Keel Length: 130 feet Beam Length: 20 feet Standard Armament: 3 large weapons Ram: Allowed The great galley is an improved version of the dromond. It is slightly smaller than the dromond, and its main power comes from its 140 rowers and its three masts; this combination gives it better speed and handling. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. This ship, like the dromond, is most common among the southern lands of Mulhorand and Chessenta. Knarr Cost: 3,000 gp Base Movement: 4/2 Emergency Move: 5/12 Crew: 8/14 Armor Rating: 9 Seaworthiness: 65% Saving Throw: Thin wood Power Type: Sail and oars Cargo Tonnage: 40 tons Keel Length: 60 feet Beam Length: 15 feet Standard Armament: None Ram: Not allowed The knarr is a small cargo ship which is used in the northlands. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stem can provide more power. The ship is relatively seaworthy, and can be used to make long (if not comfortable) sea voyages. Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily. Longship Cost: 10,000 gp Base Movement: 5/2 Emergency Move: 6/13 Crew: 40/200 Armor Rating: 8 Seaworthiness: 60% Saving Throw: Thin wood Power Type: Sail and Oars Cargo Tonnage: 50 tons Keel Length: 75 feet Beam Length: 15 feet Standard Armament: 1 large weapon Ram: Allowed This is the standard Northmens warship. It is more substantial than the knarr but not nearly as massive as the drakkar. A typical longship has 20 oars per side, each worked by a single man. There is also a single mast and square sail. A longship is fairly seaworthy and can sail across the open sea when necessary. |
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| Author: | Xaviera [ Tue, May 08 2012, 20:55 PM ] |
| Post subject: | Re: Sailing |
Most of what I know comes from reading Rafael Sabbatini and pirate movies, so I'm not sure how much I can help. Port/larboard, starboard, fore, aft, mast, sheets (sails), rigging, rudder, keel and hull are probably the most basic terms. Terms like scuppers, bilges and belaying pins can be tossed in for flavour. I'll point out that a galley is also a type of ship, e.g. the roman galley. You may also want to search wikipedia for 'lateen-rigged' and 'square-rigged', which are the basic types of sails. The former is older, though I expect you'd see both types on the seas of Faerun. I assume you'd see everything from (viking) longships to (roman & other) galleys (including biremes) to caravels and even barques of various sorts. |
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| Author: | Mr. Hackums [ Tue, May 08 2012, 21:02 PM ] |
| Post subject: | Re: Sailing |
Some Sailing Terminology (With explanations) As a foreword, Sailors have come up with a LOT of terms for every little thing that's on a boat. And what's even more troubling is that they matter. Competitive Sailing is often described as one of the most technically demanding sports. There's no proper measure, you have to get a feel for it all. That being said, I'll try to simplify the terms by categories. For quicker searches. Yes, you can use that wikipedia site. But this should give you some of the more basic, commonly used phrases! With my own helpful explanations as well. The Sail Luffing (v.) - This is when the sail flaps. This is bad. A good sailor wants taught sails. Head - The very top of the sail Foot- The very bottom. Luff - On the Triangular sails, this is the part of the sail that runs up and down along the mast. Leech - On every type of sail, this is the part that is horizontal. Clew - The Corners of the sail The Boom - This is the hard, heavy wood beneath the sail that holds its shape. I like to believe it's called the Boom from the noise it makes when it connects with unsuspecting sailors. Halyard - This is the rope that is attached to the sail that pulls it upward. The triangular sails use this, while the square-rigged use another technique. Reefing (v.) - This is the procedure in which the sails are rolled up, whether it's to store them away or to lessen the amount of area the sail has (To keep the boat steadier in heavy winds). This is that technique I was talking about above. Sheets - Many ropes are attached to the sail to control the angle of the sail (When matching it to the wind). These ropes are called Sheets, and they're often times wrapped around winches (Circular knobs) to wield greater leverage against the strength of the sail. Tell Tale - These are strings attached to both sides of a sail used to determine the shape of the sail. If both run perfectly horizontal, your sail shape is perfect. The Boat Here's an interactive and accurate chart of Sails on a Square-Rigged boat If you have trouble reading directions, just hover your cursor over the different sails. Most of the sails are self-explanatory, but here's a few explanations. Royal - This sail wasn't included in the diagram, but some boats will have it on the very top of the mast. Spanker - Beyond it's fantastic name, Its shape and direction help point the sail a bit higher. Jib - This sail, on the square rigged boats, is still triangular. It plays a very important role in the boat's ability to aim toward the wind. ~~~ Helm - Location of Steering Wheel. Called a Tiller on a smaller boat. Cleat - Metal or wood in which you attach and hook ropes to so that they stay still. Rudder - What is directly controlled by the wheel, and what directly controls the direction of the ship. Stays - If you look closely at the diagram before, you can see a number of ropes attached from mast to mast, or mast to ship. These are used to help support the frame of the mast in heavier winds. These are very important! If these become snapped in heavy winds, your masts run a risk of bending and snapping. There are Forestays, Backstays, and Sidestays-- all based on where they are connected to on the boat and which they they "pull" the mast. Stanchions - These are wooden or metal poles that outline the edge of a ship. used as posts or beams for guard rails. Rigging - A collective term for all the ropes. Rig - Another term for the ship in general. Sailing Commands Here's a really neat Site that's got a lot of commands in a neat fashion too. Well, even in writing this all, looks like a lot's been posted before me. You've got a lot at your fingertips, and if you need anything in particular explained, feel free to ask. My dad and I built our own boat, so I know 'em in and out. Oh, and to clarify-- Left is Port and Right is Starboard ONLY when you're facing the bow of the ship. That's why they made the terms to begin with, because before you'd have sailors shouting things like, "No! MY right!" Another thing used to describe which side of the boat you need is Windward and Leeward. Windward is the side in which the wind travels over the boat first, while Leeward is the other. |
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| Author: | Xaviera [ Tue, May 08 2012, 21:05 PM ] |
| Post subject: | Re: Sailing |
Honeydew Snugglepoof wrote: Caravel Coaster Cog Currach Drakkar Dromond Galleon Great Galley Knarr Longship I mentioned the caravel. The cog is, I think, similar to the knarr. The currach, as listed, appears to conflate two different vessels, the coracle (a small round single person hide & wicker boat) and the carrack (a larger sailing ship of the 16th c. and later and which is probably too advanced technologically for FR, as is the galleon). The drakkar is a type of viking longship. The dromond is a type of galley, while the great galley is probably a bireme or trireme. EDIT: I'm not entirely sure of the distinction between longships and roundships. The latter tend to be slower, less manoeuverable merchant vessels while the former tend to be warships, though this is not true in all cases (both the viking longships and knarrs, for example, were used for long sea voyages). The knarr and coaster are roundships but I don't know if the cog is considered one. |
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| Author: | ConfessionWithin [ Wed, May 09 2012, 2:14 AM ] |
| Post subject: | Re: Sailing |
There's also another book, Stormwrack. The description even says: Included is extensive information on lakes and rivers; hazards such as exposure, storms, and waterspouts; races, including non-aquatic races associated with the sea; equipment, including detailed deck plans for ships; monsters; magic, including psionic elements; skills; feats; and more. And when they say detailed, they mean detailed. I have a PDF of the book and it goes into a lot of different ships of various sizes. Including an Elf Wingship! |
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| Author: | IronAngel [ Wed, May 09 2012, 10:26 AM ] |
| Post subject: | Re: Sailing |
Wow, never thought I'd get this much great material. Thanks, I got some reading to do! |
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| Author: | Mr. Hackums [ Wed, May 09 2012, 12:56 PM ] |
| Post subject: | Re: Sailing |
Seasoned Sailor Tips "Student: "How fast should I approach the dock?" Teacher: "How hard do you want to hit the dock?" Here are some tips for improved roleplay with a sailor. It's good to know the basics of a ship and how it sails, but if you're also looking for a few snazzy facts and methods, here they be found! Hard to place these in any kind of order, but here they are. - Stopping the Boat - Hey, I'm sailing! Now..how do I stop? The easiest and fastest way to stop a boat is called "Spilling the sails", or releasing all the lines and ropes. The sail will blow and ripple in the wind, but will catch no air. - Finding Wind on the Water - A sailor, when out on the water, can determine the strength and pattern of the wind by looking at the water. When wind passes over water in gusts, you can actually see it as a darker cloud of more "rippled" water compared to the immediately calmer and smoother water next to it. The ripples will move and fluctuate as the wind passes over it, and that's how you can find patches and gusts of wind. This is especially use when you're trying to find a spot to tack, because the increased wind speed will help your sails turn over quickly and you won't lose as much boat speed--- Or when you're running from pursuers. If you can change your course a small amount, but land yourself in a massive patch of wind, it can be just enough to give you that little boost on the ship behind you or in front of you. - Stealing the Wind - There's an old adage among sailors, "If there's two boats on the water, it's a race." Whether you're pursuing, escaping, overtaking, a useful tactic to know on the water is stealing the wind of another. If you place your ship close to the other and on the windward side, you end up taking a large portion of their wind, and will generally move much faster. But be careful! Get too close to another ship, and they could board, fire, or even threaten to collide--hence pushing you into a point of sail you don't want to be (Irons), in which case you'd end up a sitting duck. - Light Wind/Heavy Wind - So you know what trimming the sails is, "but what adjustments would I even be making?" Beyond adjusting the sails to match the direction of the wind, there are other adjustments that are made to catch the wind based on how much wind there is. In lighter wind, you want to loosen the sails to create a more "poofy" pocket. That doesn't mean changing the direction of the sail, it means loosening some of the ropes that attach the sail to the mast and boom. In heavier wind, however, you want to tighten everything down so that the Sail is as flat as you can get it. - Determining Speed - Back in the day, Sailors would take a set length of rope, tying knots at a set interval. When moving, they would toss the line into the water, allowing the rope to move through their hands. While doing this, they take careful note of an hourglass (Or some tool to measure the time!). It only lasts a few seconds before the man wielding the rope pinches it. They then would bring the rope aboard, count the wet knots- and determine speed. - A Sailor's Mentality - There's -always- adjustments to be made or things to be cleaned. The maintenance of a boat is an extremely challenging act, even with a large crew. Most of a sailor's day would be spent scrubbing metal free of rust. A sailor, at least a good one, is capable of adjusting and adapting based on -feeling-. While there are a number of tools available to a sailor, such as compasses, knot rope, etc, the sailor micromanages everything on the boat to a really shifty and patterned wind. He could adjust every rope perfectly for his heading, only to find that a moment later he needs to release every rope about a few centimeters or so. Sailor's -feel-. Due to the nature of the fickleness of wind, as well as perhaps too long a time at sea, Sailors are extremely superstitious people. Something I'd recommend looking up for yourself are a number of fun, Faerun superstitions to attach to your character. "Never start a voyage on Friday", patting the mast every time you enter the ship, or a number of fun habits are all at your disposal. - Sailor Sayings - "Let the Cat out of the Bag" - Today this expression usually means that you have said something to someone that you should have kept to yourself. In the days when sails ruled the oceans such an expression brought fear to even the strongest sailor. The sailor would have been guilty of a crime that would have brought out the whip, or "cat-o'-nine-tails," from its bag, and a brutal whipping would be administered. "To the Bitter End." - Nowadays we hold on "to the bitter end." In sailing language, the "bitts" were vertical wooden beams through which the anchor cables passed. If all the ship's cables were run out, the small amount that remained on board was referred to as "the bitter end." "Posh" - During the warm summers, it was advisable to have a cabin that was on the shaded side of the ship. These were the highly prized cabins and the ones for which you paid extra. Thus, for the additional fee, passenger tickets were stamped "POSH" and meant "Port-Out, Starboard Home." "High and Dry" - Typically used for 'Out of your element', this was a fairly common method of beaching the ship, so that when the tide went out, the crew could make proper repairs. "Aboveboard" - This is used to denote an Honest Person. Pirates would often lure or deceive other vessels by having a number of their crew below deck in waiting. Honest captains kept their crew 'Aboveboard'. "At Loggerheads." - Typically used to describe a failing relationship. In sailing terms, "the loggerhead" was a tool used to spread hot pitch in the seams between the planks of a vessel. It was a hot and dangerous job, and the sailor's tempers were short. Fights would break out and - you guessed it - the tool that was used was the loggerhead. "Red in the morning, sailor's warning. Red at night, sailor's delight." - A fairly common phrase among sailors. The red sky at night usually meant dry weather. |
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| Author: | soundofastream [ Wed, May 09 2012, 14:41 PM ] |
| Post subject: | Re: Sailing |
I think the 1700s to 1900s was really the interesting time for sailing ships, before then it was just all square rigged ships that relied more upon push technology (geared for downwind only type sailing). I guess in addition to the standard sailing terms, there's also all the Pirate terms to understand and some of the superstitions sailors had (and many still do). Then there's the ships roles. It may have been quite different during the 1500s but in the 1700s the roles (on pirate ships at least) were: 1. Ship's captain 2. Quartermaster 3. Sailing Master 4. Carpenter 5. Ship's surgeon 6. Master Gunner 7. Mate (including First Mate) 8. Able Bodied Sailor (A.B.S.) 9. Rigger 10. Cabin Boy 11. Powder monkey 12. Swabbie On pirate ships, the Ships Captain, was usually elected...not many people realise that. http://www.thepirateking.com/historical/ship_roles.htm Here's some useful sailing terminology from the 15th Century: http://www.thepirateking.com/terminolog ... g_ccss.htm |
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