Grim & perilous waters: Life on the open sea in the Old World Seas Great Western Ocean: prevailing wind is south-west, called Mannan’s gift as it bring many fish Middle Sea: probably the safest in the Old World, also has a south-west prevailing wind but it is much calmer, as such it is called “Mannan’s 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 a fathom Southern Sea: perhaps the most unpredictable with terrible currents and many pirates Ice begs are called “The frozen rage of Mannan” Weather D10 01-05 06-11 12-19 20-28 29-38 39-49 50-59 Wind speed Calm Light air Light breeze Gentle breeze Moderate breeze Fresh breeze Strong breeze 60-69 Moderate gale 70-78 Fresh gale 79-86 Strong gale 87-93 Whole gale 94-98 Storm 99-00 Hurricane Season Spring Summer Autumn Winter Mod +10 +10 +20 Effects Modifier 0 +30 +20 +10 - Ship’s rate Becalmed Drifting Crawling Coasting Breezing Full speed Steerage 1 knots 2 knots 3 knots Steerage 8 leagues 16 leagues 24 leagues - Sailing Gliding 4 knots 5 knots 32 leagues 40 leagues - Cruising 6 knots 48 leagues -10 Flying 7 knots 56 leagues -20 Careering 8 knots 64 leagues -30 Thundering 9 knots 72 leagues -40 - Steerage Steerage -50 - - - 10% chance of rain, close-reef top gallants, single-reef other sails 20% chance of rain, close-reef lateen sail, double-reef other sails 40% chance of rain, close-reef courses, triple-reef other sails 60% chance of rain, close-reef all sails 80% chance of rain, reef all sails Driving rain, ship takes water Torrential rain, ship begins to capsize Waters The Sea of Claws The Southern Sea The Tilean Sea The Black Gulf The Middle Sea The Great Western Ocean Prevailing winds Generally: Day = onshore breezes Mod +5 -10 +5 - Locale Inland water Sheltered water Open sea per day Mod -10 +10 Night = offshore breezes The tip of Cape Horn Winds were frigid and fierce. Ships were often pulled far south toward the Antarctic. The Strait of Magellan An experienced captain could shave weeks off the journey if he was familiar enough 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 voyages Short haul = 1 week = 120-150 leagues Fair haul = 2 weeks = 250-300 leagues Long haul = 3 weeks = 350-450 leagues Epic haul = 4 weeks = 500-600 leagues Navigating Tools of the trade Compass, hourglass, lead, astrolabe (measures height of sun above horizon so 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 ship’s position by sighting the position of the sun and cross-referencing the angle in his log tables to find their latitude. Quadrant Astrolabe Cross-staff Clear -10 +10 Cloudy -20 -10 - O’cast No sight No sight No sight Logging 2-3 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 ship’s 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 15 30 45 60 75 90 100 > 100 Ship speed (knots) 1 2 3 4 5 6 7 8 or more Dead reckoning Using a map and the ship’s last recorded position, the latitude sighted and the speed logged, the navigator can try calculating the ship’s position. This process known as “dead reckoning” though primitive is accurate 90% of the time! (Int test) Then, based on the wind and the prospects (Int test to guess the wind direction and force in the next 4 hours), the navigator will order a course and sail settings (see below). Currents Can be seasonal and/or tidal and/or fluvial. Ebb and flow. Heading A helmsman steered the ship using a whipstaff (7-yard long tiller) from inside the wheelhouse (protected from inclement weather and enemy fire). Even with the course determined, the risks are not eliminated; the helmsman must stay true to the course (Sail test) set by the navigator. Steering aid None Sunstone Lodestone Compass Clear +10 +20 +30 Cloudy -10 +15 +25 O’cast -20 -10 +10 +20 Fog/night -30 -20 +5 +15 Not forgetting the weather modifiers (see above). Failure indicates that the helmsman’s heading is off-course (equal chance of starboard & 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 & rigging Rig = 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 Navigator’s order Examples include: “Full sail ahead” “Three quarters sail and 10° to starboard”. Sail types Lateen = for sailing across the wind Square sails = power for speed Fore 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. Heights Reefing sails is both difficult (Climb test + 20) and slipping is dangerous (it’s a long way to fall): main yard = 10 yards or 30 feet top yard = 20 yards or 60 feet lookout nest = 25 yards or 75 feet topgallant yard = 30 yards or 90 feet The largest ships had masts 150ft high! Manoeuvring Big ships are generally unwieldy but good at tacking Most rudders (hinged to the stern with pintlets & gudgeons) allowed only limited movement 7°! To “go about” required using the sails & the wind (i.e. impossible if becalmed unless under oar). Sailing speed Knots = number of miles sailed per hour But maritime distances are measure in leagues (1 league = 3 miles) Ship’s sailing speed depends on: The wind speed (see beginning) The wind direction (see below) Wind direction On the quarter Abeam Astern On the bow Top speed Full speed 2 knots below full speed 2 knots below full speed 1/5 normal speed (tacking) Trireme “could reach 7 knots under oars” “cruise at 5 knots and developed a battle speed of 7 knots” Longships “replica of the Gokstad ship was found to be able to attain speeds of 10 to 11 knots” “Modern replicas have achieved speeds of up to 14 knots” Inside a ship Anchors These were huge wooden & iron, sometimes entirely iron structures that were attached to the ship then dropped into the water to slow or even halt a ship. 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 the ship and was called a cable (it was often the thickness of a man’s 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 therefore fitted with upright winches called capstans. For example, the Vasa had two capstans: A large capstan on Vasa’s top deck = for sails = required 20 men A smaller capstan on Vasa’s battery deck = for anchors = required 8 men Decks Orlop deck = used for storage, e.g. sail bin, carpenter’s store, barber’s room & oars for longboat. Storage deck = dry provisions, rope, timber & blocks. Galley = consisted of a stone slab surrounded by a brick wall. Over an open fire 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. Daily routine Watches Day light from 8am to 8pm +/- 4 hours for summer/winter. Measured by an hourglass. Announced by the ship’s bell. Within a watch there are teams: One team per mast (state of ropes & sails) One team for ship (cargo, armaments) Time Midnight - 4am 4am – 8am 8am – noon Noon – 4pm 4pm – 8pm 8pm - midnight Watch Middle Morning Forenoon Afternoon Dog Night Duty Port Starboard Port Starboard Port Starboard Duty of helmsman and lookout are rotated hourly due to the difficulty of remaining 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”. Pumping No ship was totally waterproof. As a result every ship’s bilge slowly filled with water. To prevent a large accumulation of water than may lead to capsizing all ship had to bail water. Most ships, especially large ones, were fitted with bilge pumps to help remove 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 away Sail = 6 leagues away Land = 10 leagues away But visibility is considerably reduced in (cumulative): Drizzle: -10 Moonlit night: -10 Fine mist: -20 Light snow: -20 Driving rain: -20 Moonless night: -30 Thick fog: -40 Blizzard: -40 Combat Orders “All hands on deck!” “Reef all sails!” “Clear the decks!” “Fire the stove!” “Heat the tar” Tar placed to heat on cook’s stove (used in repairs and amputations). “Batten down the hatches!” Ship manoeuvrability Ship type Small oared Large oared Small sailed Medium sailed Large sailed Huge sailed Per round 30° turn 20° turn 15° turn 10° turn 5° turn 2° turn Other ship’s attitude A ship’s 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 ship Decks are 4-5 foot high (-10WS) and dark (-10WS) = -20WS Gunwales open in port to provide ventilation, were closed at sea (stops water entering) Boarding Nets draped on side to hamper boarding actions Distance that must be crossed between 2 ships = 4-12 feet Swivel gun usually locked down at the last moment (preserves the element of 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 Cannon ranges Falcons were usually accurate to 300 yards with a maximum range of 2000+ yards! Minions were usually accurate to 400 yards with a maximum range of almost 3000 yards! Suggested ranges (in terms of WFRP mechanics) are 100/400/2000. Reloading cannons Rounds required to reload a gun = (gun’s poundage) x 4 – number of gunners x 2 Maximum gun crew for small (<12lb) guns = 4 gunners Maximum gun crew for great (>12lb) guns = 8 gunners Reload time can be reduced by: o Increasing the gun crew’s effectiveness through repeated training, at the cost of time (months, even years of training), barrels power & crates of shot. Each level of gunnery gained by a gunner reduces reload time by 1 round. So effectively: Gunnery = no bonus, simply allows gun crew to fire at full BS (unskilled = BS –20) Expert gunners (Gunnery level 1) = -1 round Famous gunners (Gunnery level 2) = -2 rounds Legendary gunners (Gunnery level 3) = -3 rounds o Reducing the time spend pouring water onto the barrel (to cool it), though this increases the risk of misfires (see Firearms section of Fumbles table). Add an extra D10 for every round “rushed”, i.e. gained Minimum reload time is 9 rounds, i.e. 1½ minutes Extra gunners were far from useless. They step in to replace injured gun crew. This ensures that cannons continue to fire even after sustaining heavy injuries. 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 Tactics Keep your broadside bear Maintain 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 enemy’s vessel’s waterline. If overpowered, the last resort is to set off the powder magazine. Naval warfare Cannon quickly became indispensable for naval warfare. Closing with and boarding an enemy ship became the final stage of the battle, not it’s beginning. The preliminary stages were manoeuvre to gain advantage, bombardment of the enemy ship to destroy its masts and rigging, and so its ability to manoeuvre, to sweep its weather decks of defenders, and to stave in 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 did not begin at full range of the cannon, but usually at 'half pistol shot' or about 100 yards, frighteningly close, when the broadsides would have their maximum 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. Ships with 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 weather deck could be aimed more flexibly, and the cannon placed at the bows and the stern were especially valuable to protect the ship from attack from these directions, which were favoured by attackers since they were not then exposed to the ship's broadside. It was found that ships of greater armament (weight of broadside), competently handled, could always defeat a ship of lighter armament, but that the more lightly armed ships, if competently designed, could always outrun a more heavily armed ship. When two ships encountered one another, their captains carefully considered their chances, so the result was that nearly all individual battles were 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 royal warships. Two of them were new four-masted carracks that were much larger than the usual English merchant ship. By the time that Henry VIII died, in 1547, the navy had been built up to about 40 ships Warships now carried much heavier cannon on board, about 20 heavy, and 60 light ones Capture Most of the time, captains preferred to capture ships rather than destroy them. Captured fortresses could be ransomed (in 1613 Sweden paid Danemark 1 million daler for Aulborg fortress) Sinking If and when a ship has taken so much water onboard that she can no longer stay afloat, roll a D10 dice to determine her descent in the crushing darkness: D10 1 2 3-4 5-6 result Ship hits bottom (sits on shallow area without completely submerging) Sinks gently (takes 5D10 rounds to submerge) Lists to Port (Port takes 3D6 rounds to submerge, entire ship submerges in 3D10 turns) Lists to Starboard (Starboard takes 3D6 turns to submerge, entire ship 7-8 9 10 submerges in 3D10 turns) Ship breaks up in (pieces submerge in 2D10 rounds) Ship goes straight to the bottom (submerges in D10 rounds) Ship goes down immediately, sucking down everything within 50 feet. Swim test or get dragged under and drown Sea burials Bodies are stitched into their sailcloth hammocks and weighed down by a cannonball at each end. The Captain then recites a prayer before the bag is slid off a plank down into the waters below: We therefore commit these bodies to the deep, to be turned back to the womb of this world, looking for the resurrection of the body, when Mannan shall 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… Trading Capacity Small: <60t Medium: 60-300t Large: 300-700t Very large: >700t Cargo Burthern is the tonnage available for cargo. Crew = 2 cwt 10-pounder = 1 ton Shot = weight of shot Powder = ½ weight of shot Provisions = 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. Equipment Spares (for repairs) Pindas Anchors Anchors Used for keeping the vessel’s head to the wind, thus reducing the danger of swamping. Sea anchor: used to ride out gale/storm. Bottom anchor: used in relatively shallow water (<30 fathoms) Navigational instruments (30lb, 50GCs) Compass Cross-staff (measures latitude) Astrolabe (measure altitude) Dividers Hourglass Charts Logbooks Spyglass = x8 magnification Maritime life Maritime encounters Land encounters Pirates/native trying to flag down/swim out to vessel Wild animals (opportunity for fresh meat) Castaways in need of rescue Fishing boat Local merchant vessel Foreign merchant vessel Pirates Local warship Foreign warship Mutiny/dissent/argument Maelstrom/tidal bore/whirlpool Squall/Freak wind Fire onboard Equipment failure Food/water spoilage Disease/scurvy Fighting onboard Man over board Whales/dolphins Seals/walruses Sea monster Sirens Harpies Unchartered island Doldrums Accident onboard Ship damaged Abandoned ship Maritime pastimes Song Fiddling Dance Storytelling Carving/whittling Gunnery practice Board games Gambling (illegal aboard ship) Smoking (illegal aboard ship) Sleeping Crew lived on battery decks among the cannons. Sleeping & eating on bare wooden decks. Often as many as 7 between each cannon. Only the officers had dedicated sleeping quarters called bunks or cots. Sounding Conducted by the leadsman. Using a 10-pound lead to check water depth. 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 Grounding Risks are present from: Shorelines Rivers Reefs Particularly bad news if the hazard is leeward and the vessel is drifting! Kedging If grounded and requiring help, a ship raises its flag upside down. “Kedging” is possible by putting a bottom anchor in a longboat and then dropping it leeward of the ship. Then using the winch the crew pulls the ship towards the anchor and off the obstacle. A ship attempting to enter a harbour without a pilot is running the “Dance of the Dead” But only possible in waters of less than 25 fathoms. Fire All flints, candles, lanterns or other sources of fire are forbidden, as they are the sole custody of the purser. The only exception is the cook and his kitchen, 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, as they are the sole custody of the purser. The only exception is the cook in his kitchen and the captain. No one other than the quartermaster is to visit the hold without the Captain’s permission No one other than officers, passengers, midshipman and bosun are to visit the steerage without the Captain’s permission No one other than officers are to visit the great cabin without the Captain’s 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” No sailor or passenger is allowed to carry arms other than a dagger without the Captain’s permission. All other arms are to be handed over to the midshipman who’ll store them for safekeeping in ship’s armoury 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 Captain’s permission The captain is the ship’s master. Other than Sigmar himself, he is the ultimate judicial authority. He is bestowed with the power to investigate, try and punish all crimes. Sentences Minor offences o Fined 1-10 days pay o Fined rum rations 1-10 days o Flogged for 6-12 o Repeat offender = 12-24 lashes Severe offences o Striking an officer = loss of a hand o Marooning o Keel-hauling (could be keelhauled not just once but twice, even thrice!) Capital punishments o 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 the boatswain. May the gods have mercy with your soul.“ Executioner = boatswain or boat’s swine Types of punishment The irons – the punished are sat in several inches of freezing bilge water. Its dark, it stinks and rats frequently scamper past, sometimes gnawing at their extremities. Food is given once a day in silence. The deprivation and the harshness of the conditions require a WP test every day to avoid gaining 1 Insanity Point. Cat’o’nine tails – public punishment, between 5 and 30 lashes with an aim to discipline not to kill. D3 + Str for each lash. Remember that past 0 Wounds, a character’s Wound cannot lower. However each critical inflicts 1 Insanity Point. Keel hauling – victim is attached to a cable and dragged down the side, into the water, underwater, over the keel and up over the opposite side. The entire process takes 2 to 3 minutes and is lethal in the majority of cases. If the victim doesn’t die of drowning (after T rounds, victims looses 1 W per round) he is likely to survive being dragged over the molluscs (D4 W to a random body location per round) Hanging – the most severe punishment, the accused is hung from the yardarm (the main mast’s arm) until thoroughly dead. Indeed the hanged 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 is death Mutinies aren’t unleashed unless at least a third of the crew are committed 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 Careening Necessary every 4 months as ship speed slows by 10% every month (due to accumulation of molluscs) and toredo worms risk weakening the hull. Crew Life as sailor Onboard life was awful: Stench (bilge water was stagnant as well as rotting provisions and/or cargo) Disease o Legs shrivelling o Teeth falling out o Neck swelling such that the victim could not speak Tedium Irrespective of rank and seniority, everyone aboard wore headgear. Example of the crew for a large, fighting vessel: 1 admiral 1 captain 2 lieutenants 1 barber 1 priest 1 trumpeter (signalman?) 4 steersman 2 shipmasters 1 leading seamen 6 deck officers 4 quartermasters 90 seamen 20 gunners 1 flog master 1 cook 1 cook’s assistant 4 cabin boys In large navies, a vice admiral presides over a squadron of ships (#?) Shipmaster helps the captain Lieutenants & leading seamen = looked after gunnery & artillery Deck 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 known ports, a commission to explore and open up new trade routes will keep the interest high. Eventually, the PC will (hopefully) have earned enough money to buy his own vessel, or to persuade a usurer to finance his purchase. A veteran pilot would have charts for several different regions and together with his rutter he will slowly generate an impressive body of knowledge. A private rutter is a compendium of maps, charts, facts, experiences and hearsay. 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. Apprentice pilots are not paid. Instead they receive the honour of their master’s teachings, an occasional gift as well as board and lodging aboard the ship. Nearly all pilots have at least one apprentice. Certain wealthy or famous pilots may have two. Apprentice pilots usually train first at one of the few naval academies. Baron Hendryk’s College of Magick & Navigation in Marienberg is probably the most famous in the Old World. Thereafter apprentices must have served under at least two pilots, before attempting a difficult oral test. All sea-going vessels over 30’ long are required by law to carry master pilots. Although captains command a vessel, a pilot navigates it: Calculates the vessel’s 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). Barber Was 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 limbs Common diseases (bone ailments, skin complaints, shivers, scurvy) were responsible 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 Carpenter Repairs the ship & prepares coffins for dead officers (dead sailors are wrapped in canvas & heaved over board. Captain is returned to port in a barrel, pickled with rum). Sailors Known as “jack tar” due to the habit of painting with tar or “tarring” not only their clothes and hats but also the tops of their heads (should they go bald). Only about half of seafarers could actually swim. Wages Paid every 30 days Crew are obliged to serve until the vessel returns to their home port Equally, although the captain may discharge a sailor in any port, if it is not the sailor’s 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 port of call and compensation paid to the local Seaman’s Guild (pay due + 30 days widow bonus) Should crew “jump ship” (leave secretly) they forfeit all wages due - despite this forfeit, desertion was quite common (30-45%), especially as it was perfectly legal to serve another man’s conscription. Position Owner Captain or Master Pilot First mate Midshipman Boson Able-bodied seaman Ordinary seaman Deck boy Ship’s carpenter Marine sergeant Marine Roles Owns the ship Ultimate authority Navigator (same as captain on small vessels) Officer: executes orders and is reserve Captain Port watch, Starboard watch, discipline Team leader of mate, helmsman, sounding Rigging (at least 2 years) Cleaning, pumping bilges, swabbing decks (at least 30 days, probably 1 year) or “chippy” Pay (shillings/day) 13 Share Liberty chests 60 20 5 8 15 4 5 8 3 4 4 3 6 6 4 2 2 1 2 1 2 1 1 1 3 2 1 4 4 3 3 2 1 It may not sound like very much given the harsh conditions but bear in that in 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 dead 1. A report must filed at the temple of Mannan in the ship’s next port of call 2. Full payment of wages owed must be paid to the temple (goes towards a fund that cares for local widows and orphans) 3. As well as a widow’s bonus of 30 days’ wages (DB= 30/-, OS = 60/-, AB = 90/-) 4. Often pay more since the vessel’s 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 Loss of right arm Loss of left arm Loss of a finger Loss of right leg Loss of left leg 2, 10/15 12, 10/2, 10/12, 10/10 Privateers Similar to pirates except that: Letter of Marque is required to prove that the ship isn’t 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 ¼ of his crew onboard To claim their prize, captains must bring their ship back to a “friendly” port An enemy vessel returned, the privateers can claim ¼ of its total value Superstitions Before setting sail, every ship and its crew seek to be blessed by a priest of Mannan. Sometimes even blessing every plank of the ship’s hull! You, believers or not in Mannan, who are about to embark upon the vast dominion of the Lord of the Seas, gather ye and pray us together… for it is together, on the same fragile and uncertain embarkation that you shall cross a wild and unknown realm; a territory that is not yours, on which you have no right, but only duties; a duty of humility and reverence, for nothing is more powerful than the surge of the seas and the fury of winds; a duty of solidarity, 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 and caring earth of Rhya, mother of our Lord, your one and only master will become the almighty Manann. He be a wild and turbulent god, pray thus that none among you incur his wrath. Thus should there be one among you who 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 the figurehead) 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. 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 are thus 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 ship’s figurehead is the most holy part of the ship as it contains the ship’s soul. Damage to the figurehead is considered an omen of doom. Women bring bad luck. Wizards are dangerous as they call spirits best left undisturbed, attract fire and the enemy’s attentions A bowl of water and platter of grain is left on the deck every night for Klabaster, king of the Kobolds. Though he doesn’t dine every night, you can be sure that he’ll take his share every once in a while. The Black Freighter is attracted to death. Sailors take pains never to kill anything they don’t 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 murderers attract the ship like blood attracts sharks. Hanging a dead man’s shoes from the mast will keep the black freighter at bay. Some sailors keep a cat onboard in the belief that the cat can smell the ship and keep sailors clear of it. Mutiny attracts the ship as certainly as murderers and plots of murder do. The ship travels in a perpetual storm preceded by a ghostly mist that seems to have a mind of its own. Some ships keep a fire burning all night long, thinking that the ghost ship can only travel in complete darkness. Some claim that if the ghost ship finds you, giving it one of your own crew 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 reef on the sixth bell. Black seems to be an important colour when speaking of the ghost ship. Some captains refuse to let anyone wear black on board ... just in case Black birds are also bad omens, especially when they land on the figurehead. Many captains refuse to carry a corpse on board for the same reasons. If a man dies on board, it is customary to never have another man on the ship with the same name. If a man has the same name as the corpse, he must take a nickname and never be called by his real name. Ship’s 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 Nurgle’s 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 or twice 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 or pickled 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 perishability Provisions generally consisted of 2-3 months of beer, water, salted meat & fish. Days 3 5 10 15 20 25 30 35 40 45 50 Type of provision Fresh vegetables Fresh fish (Take from the ocean and she'll take from you) Fresh meat Fresh water Biscuits Salted fish Smoked fish Dried vegetables Beer Rum Pickled vegetables The BIG 4 lumber pitch canvas rope powder & shot Typical supplies Cheese, 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. handmill 112 ½ quarters of corn 10 ½ quarters wheat malt 112 ½ quarters beans 7 bushels of mixed beans and barley 2 tons of pilcorn 9 1/2 quarters of oatmeal 78 carcases of salted meat 81 oxhides 40 mutton carcases 72 hams 1,856 stockfish wine, 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 and diseased meat. Pepys met with suppliers and agreed rules about the standard of food purchased from them to make up crews' rations. Every day, sailors were to get one gallon of beer, 500g of biscuit, 100g of salt beef or fish, butter and cheese. The absence of fresh fruit and vegetables ensured 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 (5.7 litres) of beer every day. For crew of 50 on a 4-week voyage: Type Details Fresh vegetables Fresh fish Fresh water Biscuits Salted fish Smoked fish Dried vegetables Beer Rum Pickled vegetables Total Per bushel “Take from o ocean & she'll take from you” per barrel Per hogshead Per bushel Per hogshead Per hogshead Per bushel Per hogshead Per keg Per hogshead Wet goods measures Keg (12 gallons or 60 bottles) = 600 enc (100lb) Barrel (25 gallons) = 2 kegs Hogshead = 2 barrels Butt = 2 hogsheads (½ ton) Dry goods measures Bag = 100 enc (20lb) Bushel = 400 enc (60lb) Sack (3 bushels) = 800 enc Units of weights 100lb = 1 hundredweight 1 hundredweight = 1 cwt 20 cwt = 1 ton 1 ton = 10,000 enc Weight (CWT) .5 2 5 .5 5 5 .5 5 1 5 Cost (rouble) 3 10 1 .5 98 80 11 3 5 35 No. 32 8 35 64 2 2 32 35 8 3 Total (CWT) 16 16 175 32 10 10 16 175 8 15 473 24 tons Total Cost 96 80 35 32 196 160 352 105 40 105 1201 Dockside Shipyards Require 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 and seasoning timber, offices, boathouses, careening cradles Most work is repairing and maintaining vessels (not building new ones) Shipmaster Henrik Hybertson worked 400 men in his shipyard. Ship’s reckoning = table of principal measurements + important design details Underwater salvage was possible and to a depth of 30m (!) through use of a simple diving bell Shipbuilding professions Caulkers Sailmakers Ship’s carpenters Sawyers Joiners Turners & blockmakers Woodcarvers Blacksmiths Nailsmiths (up to 2 yards long & 8,000 used) Anchorsmiths Locksmiths Ropemakers Master ship builder Captain of the shipyard Mast & maintop makers Gun carriage makers Borers ------Masons Painters Porters Hauliers Tailors Caulking Ships were made watertight using a mixture of pitch (wood resin boiled down to make a sort of tar) and old hemp (or yak hair) called oakum, which was 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. Shipnames Black Dog Unicorn Mermaid Orb Mercury (Quicksilver?) Typical sea vessel sizes Typical river vessels sizes Medium galleon (Naïve Maen) Length on Deck: 85 feet Length on Keel: 64.5 feet Height: 78 feet Beam: 17.3 feet Draft: 8.5 feet Crew: 15-20 Class: Yacht Displacement: 112 tons Storage: 80 tons Rigging: square and lateen sails Original construction: carvel-fitted planks Original Construction Date: 1608 Replica Construction Date: 1989 Masts: fore, main, mizzen Sail Area: 2,757 square feet Anchors: 4 Cannons: 2 starboard, 2 larboard, 2 stern chasers 8t = medium fishing boat 15t = large fishing boat 30t = small barge 60t = medium barge 90t = large barge 200t = largest barge Outfitting Each man aboard requires a minimum of 0.2 tuns living space. This is doubled for cabins, i.e. ½ tun per passenger. This doubled again for horses, i.e. 1 tun per mount. Each large anchor weights 0.5 tuns Port encounters Cargo inspection (cursory or thorough) revealing? Inconsistencies in cargo manifest? Tax evasion? Contraband goods? Confiscation? Fines? Arrested? Vessel impounded? Offer of a charter from a [merchant/noble/explorer/officer] Stowaway Passengers (steerage and/or cabins) Fees Collected by harbourmaster: Pilot’s fee Wharfage = 3s/foot/day Anchorage = 2s/foot/day Unloading fee (stevedores) = 4s per ton at a rate of 10 cwt (½ tun) per hour per man Bonding fee (if stored) = 2s per ton Hawking fee (if sold) = 4s per ton Registry fee (able to fly port’s flag = halves wharfage and anchorage fees) = 15s/foot/year Rates for passengers Passage (eat & sleep in a cabin) = 1GC per league Steerage (eat & sleep with sailors) = 6/- per league Pirate tongue “Avast ye” = hailed ship must stop 3 sheets to the wind = drunk Abaft = rear of ship Bilge = Nonsense Black jack = leather tankard stiffened with tar “Blimey!” Brass monkey = cold weather Drop anchor = throw anchor “Freezing balls off brass monkey”: brass monkey = brass triangle used to stack iron cannonballs Gangway Grog = watered down rum Hornswaggle = a cheat Matey = a friendly Me hearties = crew, term of endearment Mizzenmast = mast closest to aft Quarter = a prize given to honourable looser Quarterdeck = just below poop Ratlines = lateral lines on shrouds Rope’s end = flogging Run a shot across the bows Scuppers = drainage holes on top deck Shrouds = standing rigging “Sink me!” Son of a gun! Splice the mainbrace = I fancy a drink Strike = lower or let down (sails or flag), striking colours denotes a surrendering ship Trim = adjust sails to wind Under bare poles = a ship with no sails set Weigh anchor = raise anchor Complex commands Watch, 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 topsail halyards! 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!