Hear my sails flutter - The best website for pre-modern sail

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Hoihe
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Hear my sails flutter - The best website for pre-modern sail

Unread post by Hoihe »

http://www.thepirateking.com/
http://h2g2.com/entry/A1084484
http://www.reality.net/dnd/pdf/DnD%20-% ... %20OCR.pdf

Enjoy!

Whether Hellstorm, Nevermore or Whistler of the Wanderess, the above website is a great deal of help in learning the knots.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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Hoihe
Posts: 4720
Joined: Thu Nov 03, 2011 2:25 pm

Re: Hear my sails flutter - The best website for pre-modern

Unread post by Hoihe »

Alright, I did some compiling and here it is. Wrote it for WW forums but I decided to share it:

Everything you need to know about sailing a tall ship!


Deporting:

Deporting is actually not as simple as raising the anchor and letting the wind drag you out. If you are lucky, you can get the tide to do that. Most of the time, however, you need to tie a rope between the ship and a post further down the harbour, with a small platform around it. Then some poor group of dockworkers perform the backbreaking work of dragging the ship out of her pier.

Porting:

Porting is practically the same for tall ships. A deckhand takes a rope, ferries it to the pier and hands it over to the dockworkers who slowly drag the ship into her pier, while the helmsman and captain ensure that the bow does not collide with anything.

Raising the anchor:

If you're lucky, and have the wind in a favourable direction, you just raise the anchor and lower all the sails then proceed to sailing.

If you're unlucky, which is often the case, you raise the anchor then lower either the mizzen trysail. or the spirit topmast trysail. Which one you choose depends on the direction of the wind and whether you want to turn controllably or immediately. You can also lower both of them and turn the ship into a downwind position.

In case the anchor is stuck, you can:
  • Tie it to the stern and slowly accelrate downwind.
  • Haul yourself above the anchor and wait for a big wave to give you the force to dislodge it.
  • Cut it off. You brought multiple anchors for this reason. Sometimes Valkur/Umberlee wants a pet anchor. Can't argue with them!
  • Use magic or alchemy. Magic that can provide enough levitation strength can dislodge it, or a flask with very high buoyancy and strength.

Dropping the anchor:

It's simple. Turn the ship downwind and use a lead line to measure the depth, and also bring up samples of the sea floor so you know what type of anchor to use.

Afterwards, simply measure the rope and tie it properly, then drop it off with your sails raised.

After the anchor is in the water, lower the royal and the trysails to secure it in place, and also test it if it's caught on.

Always make sure that there is a clearance of the depth * 7 around the ship, so no anchoring near cliffsides or near other ships.

Other uses for anchors:

One can drop a pair of anchors in a storm, at the stern and bow, anchors that simply provide drag instead of catching on to the ground. Give them loose ropes, and use them to ensure the storm doesn't turn the ship around.

In case of no wind or the ship is stuck on a sandbar, with a tall ship you take the anchor, put it on a rowboat.. Row out to the farthest you can.. drop it.. return to the ship, and haul it in. Repeat as many times as necessary until the ship is freed.

Sailing:

Simple really. In case the wind is favorable, set the rigging and sails in the most optimum position and then sit back and relax. The helmsman watches the flag and sails for flutters, the navigator checks the position and speed occassionally.. The ropes are checked every now and then and the rest of the time is filled with dancing, brawling drinking, gambling and singing.

In case the winds do not agree with the destination, then it'll be a lot of work.

The helmsman makes sure to follow the navigator's guideance to the best of his/her ability, while everyone is scurrying around, making sure whenever the ship steers, the sails remain at optimal angle and tautness.

Maintenance:

Occassionally, the sails rip from a bird that's too stupid to avoid them or simple wear. This is when some skilled fellow climbs the rigging and stiches it together so it isn't wasting precious wind.

Occassionally, a leak occurs above the bilge compartment. No problem, if it's a small one just cover it in tar or some other insulating substance. If it's large, plug it in with some spare planks and forget about it.

Occassionally, the bilge fills with waste water and sea water that leaked in. Whoever draws the shortest goes down there, wearing masks and as watertight clothing as possible and pumps it out into buckets, then throws the contents overboard. The contents really smell, so.. they don't want to spill any of it. If the pump is broken, they descend and manually handle it.

Did I tell you there are rats down there? Once the bilge is clear, the second shortest draw goes down and helps with the leaks. Then they have a very through bath. Lorrain is exempt from this duty, being the Chef, same for those who take care of healing. Can't risk infections.
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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