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Seacraft Library


Policy Book
Lesson Reference
Shipbuilding Manual
Seacrafting Terms
Ropes and Knots Reference
Pernese Sealife

Policy Book

Chapter 1: Search

Search is open to all members of the SeaCraft excluding those titled as Masters and the X1 of the craft. Stand-Onlys are subjected to the same terms as those who apply to Impress.

Staff: Search is not denied to staff members, but it is required that before a person is to become staff, that they inform the craft leadership beforehand. It is the Craft leadership's preogative to deny a staff position from this person -but highly doubtful.
J-men: Heavily discouraged, but permitted if given proper explanation that is acceptable to the Craft leadership.
Apprentices: Open.
Residents: Open.

Everyone must have been with the Seacraft at least one Search-cycle and you must inform the Craft leadership, then receive their formal okay to apply. There is no limit to the number of people who can be Searched from the Seacraft, nor Impress.

Chapter 2: Crosscrafting/Associates

CrossCrafter: Due to a public debate and then handed down by the wizen, crosscrafting has been considered a no-no. Therefore, we no longer allow cross-crafting in the Seacraft.

Associate: This is a casual participation with the craft. This person holds no rank nor is required to participate in any/all craft events. Some associates relations would be considered as: partner/dependants/relatives of Seacrafters, Hold Fishermen, Searched/Impressed Crafters, elsecrafters with a passing interest in Seacraft activities (lessons).

Basicly, anyone who comes currently holds a position in a Craft (apprenitce - master) or who holds a position in a Hold or Weyr, would be considered an Associate. Associates cannot have a ship *exceptions are possible but /extremely/ unlikely*. Associates cannot hold any ranking position in the Seacraft either. Associates cannot have any IC leadership postions (x1 or x2).

The highest IC position an associate in the Seacraft can aspire to is 2nd Mate on a ship. Associates who are crafted elsewhere can hold this postion, but still need to have the same requirements as a Seacraft Journeyman.

Chapter 3: Specialties

Apprentice Master: One devoted to teaching and being a mentor towards the Apprentices of the craft.

Navigator/Cartographer: This involves a specialty towards the navigation of ships, weather patterns, ensuring a safe passage through both Threadfall and the typical rigors of sailing. Cartographers work with charting maps.

Fisher: One of the more popular of the Masteries. Fishers work primarily in locating the fish, catching them, and improving upon their art.

ShipBuilder: Becoming a ShipBuilder Master is the involvement in actual shipbuilding and all the sciences about such, always working to create better, more efficient ships of various designs.

ShipCaptain: One who specializes in Captaining the ships of the craft and is well familiar with all different kinds of craft.

Chapter 4: Commands

Not all commands are listed here, but some of the most asked about and common one are. You can find most commands through the usage of or when on one of the ships .

@lib :the library of books available by area.
@make :objects that can be made by specific areas. Ie: the Ships.
@seacraft-activity :Seacraft's personell activity.
@skills :the learned skills of a player.
@mentors/mentees :mentor/mentee relationships.
clist :a list of members, titles, and their posts.
cwho :what members of the Seacraft are currently connected.
rlist :the ranks of all the members of an area.
@cevents :the current planned events of your area.
@area :who is connected within the general locale you are in.

**Shipboard Commands**
@shipwho :who is on the ship.
stats :statistical reference to the ship's proportions.
scan :looking at the room the ship is currently in.
lookout to :view something in the same room the ship is in.
+open/+close :used to a specific direction to allow movement or reduce remits.
+knock :to knock on a specific entrance in a direction.
+answer as :to respond to a +knock. ie: +answer port as Come in.

Chapter 5: Expectations

These are not the be-all and end-all of what is expected from members, nor is everything mentioned. This is just a guideline.

**Apprentices**
IC: Day to day duties and chores, Attendance of lessons, Respect to Superiors, Live in assigned dorms or upon a ship.
OOC: Suggestions, Represent the craft at TPs, RP, etc..., Recruit, Assigned a Mentor, Sethome where indicated by staff.

**Journeymen**
IC: Begin study in a specialty, Interview prospective apprentices, Take and give lessons, became a 1st or
2nd mate on a ship, Respect to Superiors. OOC: Represent craft at TPs, RP, etc..., Recruit, Suggestions/ideas, Log interviews and give the logs to staff.

**Masters**
IC: Practice specialty, Mentor, Interview, Give lessons, Become Administration/Leader for your given specialty or post.
OOC: Run/Aid in TPs, Recruit, Ideas/Suggestions, Hold interviews and add members to the craft, Become Craft Administraion and Staff, Aid in any day to day running of the craft.

Chapter 6: Promotion to Journeyman Level

**As we are just now beginning this new style of promotion, primary the skill requirements might be subject to change. Don't worry, we'll inform you if they do change.

These are not the be-all and end-all of what is expected from members, nor is everything mentioned. Exceptions are to be determined and accepted/denied by the Craft leadership.

**CabinKid to Apprentice**
--Turn the age of 13. All CabinKids must be 'fostered' by a ship captain and the number of kids that a captain can foster depends upon the size of the ship.

**Probationary Apprentice to Seaman Apprentice**
--Accomplishment of at least 1 skill and a noticed improvement in the game's theme and Moo knowledge.

**Seaman Apprentice to Able-Bodied Apprentice**
--1 skill point in each skill, except for shipwright. There must also be a noted competancy in RP, relations, and craft knowledge.

**Able-Bodied to Journeyman**
--The skills of Sail, Seamanship, and Navigation all need at least 3 skill points, and a total of 14 skill points are necessary. It is then upon the disgression of the Craft leadership to okay for the starting of a person's Journeyman project: a high competancy in Craft matters and information.

A Journeyman project could be in the form of a small bit of code, a book, lesson plan, or event.

As a Journeyman, you are now okayed to have your own boat, be it a rowboat or a skiff *rowboat with a mast*. This is only 1 room with a small hull. Maybe as long as 2 men, but no more. Ie, keep it simple.

Chapter 7: Promotion to Master Level

**As we are just now beginning this new style of promotion, primary the skill requirements might be subject to change. Don't worry, we'll inform you if they do change.

**Journeyman to 2nd Mate**
--You need to either approach or be approached by a current ship captain.

**2nd Mate to 1st Mate**
The move to 1st Mate is solely upon the discretion of the Captain you are mating under. Except for the single requirement that a 1st Mate has a Sail skill large enough to actually sail the ship. Generally, seniority, ability, and initiative are the best quailites in a 1st Mate. Activity is also required. The ship's Captain can demote a person from 1st Mate to 2nd for IC or OOC reasons. ICly, it could be a product of disiplinary actions, health, etc... OOCly could be because of activity, lack of initiative, etc...

**Journeyman to Master**
There are three main restrictions before being okayed for a Master's project: a minimum of 30 skill points, a minimum of 6 RL months as a Journeyman, and at least 18 IC turns of age. This is where you get to build your ship. You can either do it when you are okayed for your Master project or after you have become a Master. A ship of up to 8 rooms is possible *quota enlargement will be possible if requested and is agreeable*. But a basic outline of what your new ship will look like and be fore must be submitted to the leadership to be okayed for construction.

Once permitted by the Craft leadership, the Journeyman must now submit a Master's project that will relate to their specialty of choice in some way. If there is no defined specialty, then the project can be in more general terms. The project can be in the form of code, but dependant upon the complexity and need, some form of a TP/event might be required. The second choice is a Major TP that chiefly involves the Seacraft at at least 2 other areas that will be held over an extended period of time beyond 2 days. For either option, a general idea much be submitted to the seacraft's leadership. If tentatively okayed, a far more detailed outline is required: once more, pending acceptance. Following the completion of the project, the craft leadership will determine if it is acceptable and merits promotion.

Chapter 8: Skills

There are 7 major skills concerned with the Seacraft: sail, seamanship, navigation, crosscraft, ooc, @make, and shipwright.

sail: This skill is needed to be able to actually sail a ship. They way to get points on this skill to participate in lessons and RP that involve: rowboats, skiffs, sailing, sails and rigging, actuall sailing trips, etc...

seamanship: This skill show just now competant a seaman you are: fishing, trawling, knots, ropes, terms, general info, etc...

navigation: This skill proves how well one is at navigation and Pernese geography. Events involving: geography, weather, tides, charts, astronomy, navigation, symbols, etc...

crosscraft: When one participates in public lessons given by other areas or takes part in events sponsored by different crafts for the express purpose of education: swimming lessons, first aid, flamethrower lessons, weaving rope, etc...

ooc: This is basicly the brownie-point section. If there are lessons in Hell, roleplay or description lessons, these will work here too. But if the leadership asks for people to help with descriptions, guiding new people, and anything else the craft asks for help with in an OOC light.

@make: @make is a skill that is required in order to make a fishing rod or build a ship. You will get 1 skill point after completeing some Seacraft-style RP and keep that solitary skill point until you are able to make your own ship.

shipwright: This skill is required for making a ship. Only those who are prepared to make their skill will get this skill.

Chapter 9: Products

The Seacraft provides a great amount of products besides the usual sailing from place to place. Not only do we fish *which consists of the main portion of our tithe* but we also make the ships that we sail.

Right now, we aren't selling ships for other people to use, unless there is a plausable reason behind it. Boats cost /alot/ of marks, be them a simple rowboat or a skiff. As a loose figure, your average rowboat would cost about 20 marks and that is without the lead plating. A skiff would be at about 4 times that. Lead plating would double if not triple those figures.

We do have a coded Fishing Rod. You need to have taken at least one lesson and recieved an @make skill of 1 to be able to make one. You need to use the command '@make' to be able to make one.

Generic Rod *straight from @make): 1 mark, but you are free to haggle about it and I even prefer that instead you do a trade for something from the one who wishes to buy the rod. If the person wants some embelishments to the rod: more bait or lure messages or a better desc, then you are free to ask for more. It is at your own disgression, but fishing rods over 3 marks is a bit much. Marks should be RPed and not payed the coded way, but it is up to you if you wish to do it that way.


Lesson Reference

Chapter 1: Novice Lessons

1. Introduction_to_the_Seacraft: Not a 'formal' lesson. It is an introduction to what the Seacraft Hall does, the roll of apprentices and what is expected of them, who the leadership is, and the current situation/activites that are involving the Seacraft.

3. Geography: This is a discussion on the Ports of Call, landmasses, currents and trading routes that involve the Seacraft.

4. Seamanship: This is an instruction on some basic tips in how to stay out of trouble, how to conduct one's self, shipboard rules, and procedures on ship or land that every sailor needs to know.

5. Swimming: A lesson careof the *dolphincrafters*. This is where you learn the basic strokes and rescue procedures should a man-overboard situation occur.

Chapter 2: Intermediate Lessons

6. Knots/Ropes: The objective of this lesson is to introduce apprentices to common knots and their uses aboard a boat. Also included are parts and construction of a rope.

7. Rowboats/Skiffs: An introduction to the parts of a rowboat, review how to row. Discuss capsizing in dingy-size ship, practice recovery.

8. Ship_Terminology: A lesson on the parts of a ship. This includes the directions, parts of the deck/hull and belowdecks. The movements of a ship are also discussed.

9. Sails_and_Rigging: This give apprentices information on the kinds and uses of sails, along with the anatomy of a sail. Rigging is also introduced, with instruction on how it is used.

10. Fishing/Trawling: Learn one of the main aspects of the Seacraft including the different ways to use ships to trawl for fish and kinds of nets used. Learn how to fish with a pole using hooks, lures, and bait...or other methods.

11. Basic_Sailing: A basic RP instruction during favorable conditions on a simple sloop close to shore where the apprentice will learn how leave dock, sail with the wind, turning about, and beat against the wind.

Chapter 3: Advanced Lessons

12. Adv_Sailing: A RP in rough waters with heavy going where the apprentice will be required to relate more nautical terms. Typically we will be sailing to a point of safety if in a blow.

13. Pernese_Astronomy: Introduction to Pern's skies, preferably taught by a *starcrafter* on how the stars change with the seasons, time of day, etc. An instruction on how to use a distanceviewer might be included.

14. Navigation: Explanation of navigational ways -the use of sextants, distanceviewers, calculating speed and depth. Sailing by landmark, celestial, and chart.

Chapter 4: RP Credit

Often times, there won't be strict lessons occuring. Instead, there will be roleplay that actually puts into practice areas of a skill. When this occurs, and you participate well, you will more than likely get the skill-point that the roleplay concerns most. Roleplay will more than likely be where the majority of your skill-points come from.

** Quite often there will be posts to the *Seacraft mailer about upcoming TPs, this is where you can rack up points for these 'lessons'. Just make sure to let the staff know about your interest/participation in such events.

Chapter 5: Journeyman Project

Often times, there won't be strict lessons occuring. Instead, there will be roleplay that actually puts into practice areas of a skill. When this occurs, and you participate well, you will more than likely get the skill-point that the roleplay concerns most. Roleplay will more than likely be where the majority of your skill-points come from.

** Quite often there will be posts to the *Seacraft mailer about upcoming TPs, this is where you can rack up points for these 'lessons'. Just make sure to let the staff know about your interest/participation in such events.


Shipbuilding Manual

Chapter 1: Starting the Ship

@make the ship.
-- The ship will be placed in the location you are currently.
@move the ship to it's intended construction area.
@move yourself to that location.
@rename the ship to something more reasonable.
Standing outside the ship, type '@describe as "description"' and enter the description of what a person standing on the dock would see if they were to look at your ship.
Board the ship.
At this point, you have effectively built a rowboat. If that was your objective, stop right here. You are done. If you intended to build a sailing vessel, continue on.

Chapter 2: Adding Sails and Anchors

Before you can add any sails/anchors you must first make an interior room. To make an interior room, from inside the hull, issue the '@build ' command. Your new interior room will be set to your start_room, ie, the place you go when you board the ship, and you will be marked as the shipwright for this ship. Please note that you must have builder permissions to issue this command, just like the @dig command. Note that the use of @build is dependent upon the shipwright skill. Ask the Staff to increase/add this skill as needed.

ADDING SAILS.
Type '@addsails' to add a sail or two. You will be presented with a menu. At this point you have no sails on the ship, so lets add the mainsail. Type '1' to add a sail.
Enter the name of the sail, in this case 'mainsail'.
Next you will be asked to enter a series of messages associated with this particular sail. You will be told what the default message is and be given the chance to enter your own message. Simply pressing return will install the default message.
Type '1' to enter another sail, or '5' if you are finished.
Now take a 'look' and see that you have the sails. If this ship has more than one sail, there are two messages you should be aware of. The multisailup and multisaildown messages. These messages are displayed if more than one sail is up or down at once. You may wish to modify them to suit your particular ship's configuration.

ADDING ANCHORS
Type '@addanchors' to add a sail or two. You will be presented with a menu. At this point you have no anchors on the ship, so lets add the port anchor.
Type '1' to add an anchor.
Enter the name of the anchor, in this case 'port anchor'.
Next you will be asked to enter a series of messages associated with this particular anchor. You will be told what the default message is and be given the chance to enter your own message. Simply pressing return will install the default message.
Type '1' to enter another anchor, or '5' if you are finished. Now take a 'look' and see that you have the anchors.

The other options in the @addsails menu and @addanchors should be self explanitory.

NOTE: There is no limit to the number of sails you can have on a ship, but we expect common sense to prevail. A small 5 foot skiff would not have 20 sails. Take for example the various ship types. Skiffs have generally one sail, a simple triangular style sail. There are no spinnakers on pern. They are JUST too big. Now, a schooner like the Blue Nose (Nova Scotian ship from the mid 1800s) only had 8 sails, and two masts! Her sails were triangular in style, yet the USS Constitution is square rigged and has 12 sails (4 per mast). The more sails the more masts, the bigger the ship.

The BIGGER the ship the more anchors. Generally there are no more than two.

At this point, you have effectively built a skiff. If that was your objective, stop right here. You are done. If you intended to build a larger vessel, continue on.

Chapter 3: Adding Rooms

To add a room, type '@build '. As an example, '@build Quarter Deck'.

Remember you must have the shipwright skill to build additional rooms in a ship.

To make the room an inside room, or one below decks, you would issue the command '@set here.outside_room to 0'.

Use the '@listrooms' command to see the rooms or parts of the ship you have created and whether they are outside rooms or not.

CONNECTING ROOMS

To connect rooms you use the standard dig command. 'help dig' will give you theinformation required. You will be asked in addition to anything in 'help dig' whether this exit is a window. I.e. only firelizards can use it if it is opened.

Chapter 4: Exit Flags

Simply read 'help dig', and 'help +exits' for assistance in setting exit flags. Exit flags are the setting for see through, obvious, etc.

In addition you can use the following commands on a ship:'+window to ' will convert an exit to a window, or make a new window, a window is not a door, except for firelizards.

Chapter 5: Exit Messages

Simply read 'help dig', 'help exit-messages', and 'help +exits' for assistance in setting exit messages.

Chapter 6: Ship Messages and Other Items

Any ship can raise and lower any other ship half it's size or smaller. Size is dictated by the number of rooms the ship has. If you have built a ship small enough to be raised and lowered by another ship, you might want to set it's raise and lower messages. The defaults are:
@lower here is "%N lowers %T from the deck of %L."
@raise here is "%N raises %T onto the deck of %L."
Which would translate to: Novec lowers Novec's rowboat from the deck of Lady Sunshine.
Novec raises Novec's rowboat onto the deck of Lady Sunshine.
Where:
Novec is the player issuing the command. Novec's rowboat is the name of the boat being raised. Lady Sunshine is the name of the ship receiving the boat.

You can use '@messages ' from outside the ship to list all the messages that are settable on the hull. Instructions for setting are in 'help messages'.

ADDING DOLPHIN BELLS:
To add a bell to your ship, that dolphins can ring or that you can ring to call the dolphins use '@set .bell to ' where the hull_dbref is the dbref of the container (hull) for all the subsequent rooms and dbref is the database reference for the Dolphin Bell. I.e: @set #7333.bell to #1660
In this case #7333 is the hull of the Lady Rose, while #6559, the room containing the bell referenced by #1660 is the Bow of the ship which is inside the hull, #7333. I could also have issued the command, '@set here.location.bell to #1660'

SETTING THE START ROOM
You can change the start room, i.e. the one you enter when boarding by issuing the command '@setstart to '.

ADDING SAILORS AND CREW
There are two types of seacrafters upon a ship. The first type is a sailor, a sailor can do everything, raise and lower anchors, rowboats, and sails, as well as sail the ship, i.e. move the ship from one location to another. The secondtype is a crewmember. A crewmember can raise and lower anchors, rowboarts, and sails. Of course they need enough 'skill' to do so, but they can not sail the vessel.
Use the '@addcrew to here' or '@addsailor to here' to add these types of crew or sailors.

When onboard a ship issue the 'help here' command to find more commands.

ADDING STATISTICS
Sometimes it is nice to know the dimensions of the ship. You can use the command '@notedit .statistics' and fill in the blanks on the information. If you are modelling this ship after something known on earth, then you can get the information from any good resource.

CAN THIS SHIP HOLD CARGO?
If you can put runners and pets on this ship you need to mark the ship as able to haul cargo. Use '@set .cargo_ok to 1', where ship-dbref is the dbreference for the hull of the ship, not an internal room.

ADDING GANGPLANKS
If you desire to add a gangplank you must do the following: @set .has_plank to 1 Now the ship has a gangplank that can be raised and lowered. Gangplanks are still relatively uncoded, so use sparingly. Eventually, ship to ship travel will be made via gangplanks.

ADDING TIME BASED DESCRIPTIONS
See 'help #2454' for help on doing this.

Chapter 7: Definitions

A rowboat is any boat with no sails.
A skiff is any boat with less than 4 four rooms and at least one sail.
Anything else is considered a ship.
Ships, however, have their own set of definitions. For the purpose of descriptions, here is a short list of common ship classes. All classes are defined by the arrangement of the masts.

Single masted ships:
A sloop is any single masted vessel. This vessel will normally have two sails. The mainsail and the headsail.
A cutter is any single masted vessels with more than one headsail. This vessel will normally have three sails.

Dual masted ships:
The number of sails varies drastically, even within ships of the same class. So I will limit the definitions to teh mast configurations.
A Ketch has a tall mast amidships and a short mast aft. The shorter mast is located forward of the helm.
A Yawl has a tall mast amidships and a short mast aft. The shorter mast is located aft of the helm.
A Schooner has a tall mast amidships and a short mast forward of the mainmast.

Adding a third or more masts makes the classification of ships even more difficult, and even the shipbuilders disagree on exactly what constitutes a certain class sometimes. So I'll leave it up to you to explore and research those vessels.

Chapter 8: Considerations

You are limited when building a ship to what you can make as a builder and your own quota. Please be extremely considerate of the database, if a ship IS too big, ie. more than 10 rooms, someone, a wizard or craft leader, may ask you to remove somethings.

A ship of three rooms or less is too small to have pumps installed, so their decks cannot be flooded in the event of thread.


Seacrafting Terms

Chapter 1: Introduction

Welcome to the SeaCraft Reference Book. Inside this book I hope to introduce you to many of the areas of our craft which you may need to know when just starting out, or even as a seasoned journeyman wanting to know more...Anyway, I hope you enjoy your voyage through the knowledge of our craft!

Chapter 2: Definitions

AFT - Behind or near the stern of the vessel.
BEAM - One of a number of thick, strong timbers stretching across the ship from side to side, supporting deck and sides and firmly connected to the frames by strong knees. The beams of large ships can be in several pieces. They are generally higher in the middle to allow water to flow off the decks more easily. The longest beam is the midship beam which is mounted across the midship frame.
BOW - The forward part of a ship's side, from the point where the planks curve inwards to where they meet at the stem.
BOWSPRIT - Large spar projecting over the stem and carrying sail forward, in order to govern the forepart of the ship and counteract the force of the sails extending aft. The bowsprit is also the principal support of the foremast, since the stays holding that mast are secured to the middle of it.
BULKHEAD - Vertical partition between two decks of a ship, running either lengthwise or across, forming and separating different compartments.
BULWARK - Planking around the edge of the upper deck which stops the sea washing over the decks and prevents crew members from being swept overboard in high seas.
CHANNELS/CHAIN WALES - Broad thick plants projecting horizontally from the side of a ship, used to spread the shrouds and thus provide better support for the masts. The upper ends of the chains pass through the notches on the outer edges of the channels.
COUNTER - Arched section curving upwards and aft from the wing transon and buttock of the stern above.
DECK - Planked floor running the length of a ship, or only part of it, connecting the sides and covering the various compartments and holds.
FLOOR - The bottom of a vessel. All that part of the bottom extending horizontally on either side of the keel, and on which the vessel would rest if aground.
FORE - In the forwards part of the vessel, towards the stem.
FORECASTLE - The forward part of the upper deck, on many ships, the seaman's quarters.
FOREMAST - The foreward mast in a vessel with two or more masts.
FRAME - One of the curved transverse members of a ship's structure, branching outwards and upwards from the keel, determining the shape and strength of the whole, and providing the framework for the ships planking.
GAFF - Spar to which the head of a four-sided fore-and-aft sail is attatched. One end often has a jaw which fits around the mast.
GANGWAY - Entrance at the ships side, and the bridge leading to that entrance from the shore. Also, any narrow passageway on board ship.
GUNWALE - Uppermost strake of a ship's side. Also the upper edge of the bulwarks.
HALYARD - Rope or tackle used to hoist or lower a sail, yard or gaff.
HATCH - Rectangular opening in the deck of a ship, providing access from one deck to another, or to the hold.
HEAD - The front or forepart of the vessel, including the bows on each side.
HOLD - Internal cavity of a ship, between lower decks and floor where cargo, stores and ballast are kept.
HULL - The body of a vessel, excluding masts, sails and rigging.
JIB - Triangular sail set on a stay before the foremast extending from the jib-boom or bowsprit.
JIB-BOOM - Spar extending the bowsprit and taking a forward stay of the forward jib.
KEEL - Principal length of timber in a ship, running fore and aft. The keel supports and unites the whole structure, and with the attatched frames shapes the ship's bottom and holds it together.
KNEE - Angled piece of timber generally used to connect the beams of a ship with her sides or frames.
LOWER MAST - Bottom part of the mast, erected upon the keel and carrying the other parts of the mast and the lowest sail.
MAIN MAST - Principal mast: chief mast in a two masted vessel: center mast in a three masted vessel: second mast from foreward in others.
MAST - Vertical or raked spar mounted on a vessels keel and carrying sails, yards, rigging and other gear.
MIZEN-MAST - Third mast from foreward in a vessel with three or more masts.
POOP - Highest and aftmost deck of a ship.
PORT - In shipbuilding, an opening in the ships sides for access, loading, ventilation, light etc.
PUMPS - Stored on board for the use of bailing excess water from the hull. During threadfall, they are used to flood the decks.
QUARTERDECK - That part of upper deck from the mainmast to right aft or to the poop.
RAIL - Upper edge of the bulwarks.
RIGGING - General term for the ropes of a vessel, including those which support the masts and yards (the standing rigging) and those used in working the sails (the running rigging).
RUDDER - Hinged device at the rear of the vessel by which she is steered.
SAIL - Shaped expanse of fabric used to exploit the force of the wind in order to move a vessel. Square sails hang from yards across the line of the keel: fore-and-aft sails are set on gaffs or stays, along the line of the keel. Sails are usually dropped during 'fall.
SHEATHING - Covering, usually of copper, nailed over the outside of a ship's bottom below the waterline, to protect it against marine animals and fouling.
SHEER - The longitudinal curve of a ships deck or sides.
SHROUD - Rope rigging supporting a mast laterally, running from the mast-head to the side of the ship.
SPAR - General term for a rounded length of timber, such as a yard, gaff or boom.
STANCHION - Small wooden or metal pillar supporting the bulwarks and rails etc. Also, an upright post that supports a deckbeam or bulkhead.
STAY - Rope that sustains a mast in a fore-and-aft direction.
STEM - Upright component uniting the sides of a vessel at the fore end, rising from the keel, with the bowsprit resting on it's upper end. The fore ends of the ship's planking are set into the stem.
STERN - The rear end of a vessel.
STERN-POST - Vertical component mounted on the aft end of the keel, terminating the hull and holding the rudder.
STRAKE/STREAK - Continuous range of planking running fore and aft along a ship's sides.
TOP - Platform across the head of a lower mast.
TOPGALLANT MAST - Mast mounted above the topmast:third part of a complete mast. AKA a Pole Mast.
TOP MAST - Mast mounted above the lower mast.
TRANSOM - One of the beams fastened across the stern post, strengthening the stern and giving it shape.
UPPER DECK - Highest uninterrupted deck.
WAIST - The part of the ship between quarterdeck and forecastle.
WALES - A number of strong planks expanding the length of a ship's side at different heights, reinforcing the decks and forming the distinctive curves of the ship.
YARD - Large spar mounted across the mast to carry sails.
YARD-ARM - Outer part of a yard.

Chapter 3: Directions

ABAFT - Further aft, or nearer the stern.
ABEAM - Running at right angles to the longitudinal line of a vessel.
ABOARD - Into or within a ship.
ABREAST - Side by side, parallel to.
AFORE - Froward of.
AFTER - Refers to that part of the ship which lies in or towards the stern.
AFTER PART - That part of the vessel or of an area or object on board closder to the stern.
AFTMOST - Nearest the stern.
AHEAD - In front of the ship, in the direction in which her stem is facing.
ALOFT - Up in the tops, at the mastheads or anywhere about the higher masts and rigging.
ALONGSIDE - Side by side, or joined to a wharf, quay or other ship.
ALOOF - At a distance.
ALOW - Below.
ALOW AND ALOFT - At deck level and above deck level.
AMIDSHIPS - The middle of the ship, either along her length or across her breadth.
A-PORT - Towards the port side of a vessel.
ASHORE - On the shore or land.
ASTERN - Behind the ship.
ATHWART - Across (ie - the line of a ships course )
BEFORE - Closer to the forward port of a vessel.
BELOW - Beneath the upper decks.
BOUND - Said of a vessels destination. (ie Homeward bound, outward bound, Tillek bound etc)
FORE AND AFT LINE - Imaginary line drawn between stem and stern, along the keel.
FORWARD - Relating to any part of the ship which lies in or towards the bows and the stem.
HEADMOST - Said of a ship which is furthest ahead of a line or fleet.
INBOARD - Any part of a ship that is nearest to the fore and aft centre line.
LARBOARD - Left hand side of a ship, looking forward. AKA PORT
LAY ALONGSIDE - To range a ship by the side of another.
LEE - That side of a vessel sheltered from the wind.
LEE SIDE - The side facing away from the wind, and sheltered from it.
LEEWARD - Away from the wind.
MIDSHIP - At the middle of the ship.
OUTBOARD - In a direction away from the the central fore and aft line.
OVERBOARD - Over the sides of a ship.
PORT - Left hand side of a ship, looking forward.
STARBOARD - Right hand side of a ship, looking foreward.
STERNMOST - Said of a ship which is furthest astern from a line or fleet.
THWART HAWSE - Ahead of another vessel and across her fore and aft line.
WEATHER BOW - Bow on the windward side of a vessel.
WINDWARD - Towards the wind: the side from which the wind is blowing.


Ropes and Knots Reference

Chapter 1: Introduction

During your time in the Pernese SeaCraft you will encounter a variety of uses for ropes and knots, ranging from everyday mundane usage, to potentially life saving proportions. The following chapters are intended to give a basic introduction to the SeaCraft Apprentice on the use of ropes and knots, as well as a variety of seafaring terms and specialities, including weather, sea life which you will encounter, and the vagaries of the oceans which you will one day sail.

Although this book is intended for the amateur crafter, it is also a useful reference book for the more advanced.

Chapter 2: Rope Creation

Here on Pern, rope can be made from a variety of natural materials, including manila, hemp, sisal, flax and cotton. However, because cotton is a rarity and is used mainly by the weavers for clothing, and sisal is expensive, the main fibres which the seacraft ropes are created from is manila.

Because manila fibres are of limited, as opposed to continuous, length they are known as 'staple' fibres, and in order for them to be formed into rope they have to be twisted tightly together to grip by friction. To make a right-laid rope, small bundles of these manila fibres are twisted together to make right-laid yarns; these should then be twisted together in the opposite direction to make left-hand strands, which in turn should be laid up to form right-laid rope. It is the alternate direction of the twists which holds the rope together and provides it with strength. The strongest of these ropes is one which has been laid with three strands of manila.

Chapter 3: Rope Maintenance

Rope is an expensive commodity and it's creation is time consuming, so, as all craft Masters will tell you, it should always be looked after well. You should avoid dragging it over sharp or rough edges, or over surfaces where particles of dirt and grit will penetrate the fibres. Rope should never be forced into sharp kinks.

When storing rope, it should always be coiled neatly, by making the loops of equal size and, as you add each new loop, put a half twist into it. This will ensure that the coil lies neatly without kinking, it also means that it will be immediately accessible and untangled when needed. Before rope is coiled, however, you should ensure that it is dry through to the center. If it has been in sea water it should be rinsed with fresh water upon arrival at the shore, so as to remove any deposits of salt.

Chapter 4: Selecting Knots

One of the main reasons for selecting one knot over another is the relative strength of the knots in relation to the task for which they are required. It is an important consideration for all seacrafters. Other characteristics, such as speed and ease of tying, bulk and reliability will also influence your choice. Whilst working on the rigging you will generally use knots that are bulky and that have several wrapping turns which are designed to absorb strains and to avoid weakening the rope unnecessarily. Knots must be checked regularly, especially if stiff rope is used, because it is more difficult to tie than more flexible line and the knots may be less secure. However, if you are on the deck and fishing, for instance, you will use much smaller barrel shaped knots, partly to improve your chances of a good catch, and partly to safeguard valuable tackle. Generally, you should untie knots as soon as possible after use. This will be easier if you choose a suitable knot in the first place. You should always remember that knots that disappear when they are slipped off their foundations are no less strong or secure that knots tied into rope.

Finally, remember that tying knots requires practice. You must be able to tie them quickly and easily when you are at sea and the only way to gain the necessary skill and confidence is to practise each knot over and over again until the steps become automatic and you do not need to think about them. It is a good idea to carry a small piece of rope with you at all times, and whenever an idle moment arrives, bring it out and practice tying! Who knows, one day the life of you and your companions could count on you tying a knot in the middle of a storm, where you will not have time to sit and think about which knot you need and how to tie it!

Chapter 5: Parts of a Rope

Every rope has a number of set names for each part, which should be learned before you continue.


_________________(\)_____
_1______2_____3__(/)4___5_


1 = The STANDING END is a short region at the end of the standing part.
2 = The STANDING PART is the whole of the rest of the rope (ie-the part not used in tying the knot).
3 = The BIGHT is the region extending all the way from the standing end to the running end. Thus a knot which is tied 'in the bight' is one which is tied without the use of either end.
4 = A KNOT is anything deliberately tied in the rope.
5 = The WORKING END or RUNNING END of a rope is the part used in tying the knot.

Chapter 6: Stopper Knots

This group of knots is most often used to prevent the end of a length of rope from slipping through an eye or a hole. Stopper knots can also be used to bind the end of a line so that it will not unravel. At sea, they are frequently used to weight lines or on running rigging. Many SeaCrafters tend to use the figure-of-eight knot for general use and multiple overhand knots to weigh down or decorate the ends of ropes.

OVERHAND KNOT - This is the knot that forms the basis of most other knots. It is formed by taking the end of the rope across and around the rope itself, then passing it through the bight. It is sometimes tied in reef points on either side of the sail, or on foot ropes to give a grip. This however, is not widely used by SeaCrafters as it is difficult to untie when wet and if used on a large rope has a tendency to damage the fibres.
MULTIPLE OVERHAND KNOT - Sailors use this knot as a stopper, though it is also difficult to untie when wet. It is created by passing the rope around itself three times, then the running end is passed through the bight, creating two overhand knots in such close conjunction that they merge together, creating a heavy knot at the end of a line. When it is tied, you should keep the loop open and slack, then pull gently on each end of the line simultaneously, twisting the two ends in opposite directions as you do so.
HEAVING LINE KNOT - SeaCrafters find this knot useful when a heavy line is to be thrown ashore or aboard another boat. It is attatched to a heaving line - a lighter rope - which can be thrown ahead so that the heavier line can be pulled across the gap. Th knot is tied to the end of the lighter line to give it the necesary additional weight. It is tied by making a long loop in the bight, and passing the working end around the two parallel pieces of bight several times. The working end is then passed through the loop, and the standing end is pulled, leaving a long bight to the standing end, and about a finger length of working end visible, and no loop remains.
FIGURE-OF-EIGHT KNOT - This knot is made in the end of a line, by taking the end around the standing part, under its own part and through the bight. It is generally used in running rigging.

Chapter 7: Hitches

Hitches are knots that are used to secure a rope to a post, hook, ring, spar or rail or to another rope that plays no part in the actual tying. Hitches do not keep their shape on their own. Because they are often used by SeaCrafters for mooring, lashing and fastening, they must be able to withstand a great deal of strain.
HALF HITCH - The half hitch is among the most widely used of fastenings. It is not meant to take any strain but is rather used to complete and strengthen other knots, which may then be used for tying, hanging or hooking. It is created by passing the end of the rope over the standing part, through the bight and laying it up to the standing part.
MARLINE SPIKE HITCH - Used to get a strong grip for heavy hauling. Turn of a line taken around a marline spike which is then lifted and its tip slipped under the bight on the right of the standing part.
TIMBER HITCH - Means of fastening a rope end to any spar or timber head. The end is taken round the spar, under and over the standing part then passed several times around its own part.

Chapter 8: Loops

Loops are made to be dropped over an object, unlike hitches which are made directly round the object and follow its shape. They are knots formed by folding back the end of the rope into a loop and then fastening it to its standing part so that the knot is fixed and does not move.
BOWLINE - This is a simple, strong and stable knot. It is one of the best known and widely used knots in the SeaCraft and is generally tied to form a fixed loop at the end of a line or to attatch a rope to an object. At sea it is used for hoisting, joining and salvage work. Tie a bowline by forming a loop in the standing part, pass the working end up through the eye of the loop, around the back of the standing part and then down through the eye again. For safety's sake, finish the bowline off with a stopper knot to prevent it from turning into a slip knot.
BOWLINE ON A BIGHT - Two parallel rigid loops knotted on a bight. Sometimes used to lower an injured man from aloft. He is able to put one leg through each of the loops and hold on to the standing part.

Chapter 9: Bends

Bends are used to join the ends of two lengths of rope to form one longer piece. Ideally to ensure that the knot is secure, the two ropes that are joined should be of the same knid and have the same diameter. Unusually, however, the sheet bend is secure even when it is used to join ropes of different diameters.
REEF KNOT - Its proper use is to join the two ends of a rope when reefing a sail. It is made up of two half knots laid in opposite direction. If it is to be used to bear considerable weight, stopper knots should be tied in the short ends.
SHEET BEND - A general purpose bend in which a loop or bight is formed in one rope and the end of another passed through it, round both parts of the first rope and down through its own bight.
CARRICK BEND - This knot provides a quick means of joining two roes or hawsers to lie flat. With one rope end passed over its own part, the end of the other rope is passed through the bight and over the cross of the first rope. It is then brought back through the loop opposite the one on which the first end lays.

Chapter 10: Running Knots

Running knots are also known as slip knots or nooses. Their main characteristics are that they tighten around the objects on which they are tied, but slacken when the strain is reduced. This group of knots is divided into two kinds: those that are tied by passing a bight through a fixed loop at the end of a line and those that are formed from a closed bight knotted at the end of a line or along it.
RUNNING BOWLINE - This is probably the only running knot used by SeaCrafters. It is found on the running rigging, or it may be used to raise floating objects that have fallen overboard. The weight of the object around which it is fastened provides the tension needed to make the knot grip. It is tied in the end of a rope, around its own standing part, along which the bowline may slide

Chapter 11: Shortenings

As their name implies, these invaluable knots are used to shorten long lines. Short roes may be needed temporarily to haul a load, for example, and a shortened rope id always more secure than two cut lengths joined together with another knot. In any case, a longer rope may be needed at a leter date. Shortenings can also be used to take up weaker or damaged lengths of line so they are not subject to any strain. These knots are well worth mastering.

The sheepshank is a true SeaCrafters knot: it does not chafe, it unties easily and it has a good jamming action. It is an easily tied knot which holds under tension. The number of hitches can vary from three to five, and that number determines both the firmness of the grip and the length by which the rope is shortened. It is created i the following way: A prtion of rope is looped back on itself so that each loop end is taken around the standing part in a half hitch.


Pernese Sealife

Chapter 1: Sealife A-P

BARNACLES:
Desc: Small, hard shelled crustacean that attatches itself to submerged surfaces. The larvae are free swimming, but attatch to surfaces as an adult.
Known Location: All the seas, ship bottoms, wharf piles, rocks, large fish, shellfish.
Edible: No (?)

BLOODFISH:
Desc: Parasitic fish with long, thin suckers that attatch to open wounds (primarily on dolphins).
Known Location: All the seas.

BORDO:
Desc: Grey-striped fish as long as a man's forearm. Thin with bulging eyes (a relative to the packtail).
Known Location: Colder waters, Western Sea, Tillek Area.
Edible: Yes

DOLPHIN:
Desc: Bottle-nosed mammal, with skin of silver, grey, or blue, and are about the size of a man. They have a single crescent-shaped blowhole on the top of their head. Aka: Shipfish.
Known Location: All the Seas, some of the rivers.
Use: Affiliated with the DolphinCraft. They report where schools of fish are, weather conditions, where ships or other man-made things are, how to avoid obsticles at sea, etc...

FINGERTAIL:
Desc: Small carp-like fish with a whippy tail.
Known Location: Along the Coast of the Northern Continent, Nerat Bay.
Edible: Yes

PACKTAIL:
Desc: Looks like a Terran monkfish. Sharp spines, dangerously barbed. Mostly head with an oily slime over its scales that is quite potent and can harm skin.
Known Location: Nerat Bay, Eastern Sea.
Edible: Yes -a delicacy.

(?) = Not known for sure, but can be guessed at.

Chapter 2: Sealife Q-Z

RAINBOW FISH:
Desc: Rainbow striped (?). Able to be caught and transported by a dolphin.
Known Location: Southern Sea and Coast of the Southern Continent.
Edible: Yes.

REDFIN:
Desc: Forearm length or longer fish with red fins.
Known Location: Southern Sea, Great Southern Current.
Edible: Yes.

SHELLFISH:
Desc: A 'catchall' term for aquatic animals not considered a fish, including spiderclaws.
Known Location: All the seas, Coastal Beaches, Coast of the Southern Continent.

SHIPFISH:
-See Dolphin.

SILVERFISH:
Desc: Silver-colored fish (?). Smaller than a man's forearm.
Known Location: Nerat Bay, Big Bay.
Edible: Yes

SNAKE:
Desc: Turtlelike faces, poisonous, an dcan grow up to elephantine size.
Known Location: Rivers and Seas.
Edible: No.

SPIDERCLAW:
Desc: 'Crab-like' animal with many pairs of jointed legs. About the size of a person's open palm.
Known Location: Coastal Beaches
Edible: Yes.

TUNNEL SNAKE:
Desc: Water-dwelling kinds. The bite is venemous and very dangerous. 2 to 4 feet in length. Closely resemebles the more common breeds of tunnel snakes.
Known Location: All waters
Edible: No (?)

WHITEFISH:
Desc: White-colored fish (?)
Known Location: Southern Sea -they run in the springtime.
Edible: Yes -a rare delicacy.

YELLOWFISH:
Desc: Yellow-colored fish (?), Small sized.
Known Location: Warmer Waters.
Edible: Yes.

(?) = not known for sure, but can be guessed at.