CREW CLUB
WHO: Forces + Some special guests
WHAT: Boat Combat 101
WHEN: Post-Orzammar, early Justinian
WHERE: The Waking Sea, etc
NOTES: A catch-all for mandatory naval training. OOC information located HERE. If you didn't sign up but still want to join it, feel free to jump in.
WHAT: Boat Combat 101
WHEN: Post-Orzammar, early Justinian
WHERE: The Waking Sea, etc
NOTES: A catch-all for mandatory naval training. OOC information located HERE. If you didn't sign up but still want to join it, feel free to jump in.

Early in Justinian, roughly half the would-be sailors and ballista engineers and mages and anchor shard bearers in Riftwatch pile onto the sleek Tevinter-styled schooner in the outfit's possession. They cut out from Kirkwall harbor in the early hours of the morning, and won't return for two days. Unfortunately, this cruise is more bootcamp than a yachting tour along the Waking Sea coastline.
Over the course of the next two days, training participants will be run through the gauntlet; they'll be assisted by a skeleton crew of a few seasoned hands who are used to working the ship, but otherwise will be expected to jump when they're told to jump, climb when they're told to climb, and not complain too much about the questionable state of the food coming out of the ship's galley.
Anyone with a fair amount of experience in any of the fields covered by training may be volunteered as a section leader—so if you're someone with sailing experience, or who knows a thing or two about offensive magic, you may find yourself in charge of organizing and conducting the lessons for the people around you.
- SEAMANSHIP
Bowlines, hitches, and bends—oh my! The first thing any good sailor needs to know is how to tie an array of basic knots. Practice tying off lines; practice tying up your friends! Just don't call the thing you're putting a knot into a rope.
Speaking of lines, while they're learning the basics of how to secure them, everyone will also receive a crash course on basic rigging and how the ship functions. No one will be expected to actually sail the damn thing (that's the sailing master, helmsman and captain's job), but they will be expected to fall in and help haul away on the right bit of line when barked at. They'll spend a few hours drilling on the grueling work of lowering and raising sails, making a series of minute adjustments to bring the ship to a better "point" of sail, and then scrapping the whole setup and doing it all over again until everyone knows which barking orders mean what. On the plus side, the crew knows a wide variety of extremely risque work songs to set the tempo for all of this. So at least there's a soundtrack to sweat to.
And while the dangerous work of securing the sails is left to the valuable topmen of the established crew, everyone will be required to go skylarking—ascending the ladder-like ratlines to climb into the upper rigging of the ship. On the plus side, the Tevinter ship's masts aren't half so tall as an Antivan merchant vessel's, so unless someone is very sensitive to heights, it's likely only a nauseating experience rather than a paralyzing one.
COMBAT DRILLS
As with most combat, naval strategy boils down to a relatively simple truth: If you have the advantage of numbers or firepower, give chase; if they do, retreat. While there are exceptions—insert convoluted tactical outliers here—, the bulk of naval combat features two main stages: closing distance (in which you aim to do as much damage to the other ship as possible at range in an effort to wound or exhaust the crew aboard), and boarding actions (where you jump onto the other boat and kill however many people you can find until someone surrenders).
With no targets to chase, no actual fighting will be simulated. Instead, everyone will be familiarized with some basic concepts and instructed that if they ever are in a real fight, that they will be expected to follow directions and 'try not to fall in.' Heartening!
- DEFENSIVE DRILLS that everyone will be run though include: the raising and lower of boarding nets—dense nets raised along the ship's sides to entangle enemies attempting to, you guessed it, board the ship—, and being acquainted with the orders to man the rails, the most orderly way to put out fires, getting out of the way when someone with more expertise is doing on the fly repairs, and fundamentals of What Do Do When Someone Is Wounded (spoilers: the answer is 'get them below decks, and if you can't do that they get them out of the way'). Mages, rifters, and anchor bearers who can use shielding magic/have some kind of shield-based abilities will be familiarized with stations along the ship's rails and in the rigging from where they will be expected to defend against the likelihood of projectiles, oncoming enemies, or (rarely, given that these are southern waters) other magic.
OFFENSIVE DRILLS include learning the basic anatomy and operation of the ship's weapons. This particular ship was designed with a crew of mages in mind, and so has a limited number of weapons. It's outfitted with three medium sized swivel-mounted ballista (one at the front of the ship, and two in the rear). It also has two catapults on the main deck, one to port (left) and one to starboard (right).
The ballista's fire heavy bolts which have, for this the purposes of training, lengths of rope secured to them in hope of retrieving them once fired (though some losses are to be expected…). The catapults typically fire a wide range of ammunition—bundles of caltrops, balls of nails and pitch designed to be set on fire before being lobbed over, and pots filled with quicklime, ativan fire, angry bees, venomous snakes. You know. All the usual stuff you might throw at someone to ruin their day. Luckily, today everyone will be firing jars filled with paint and aiming to find a target among a series of barrels which have been floated out in the catapult's range.
Once everyone knows the basics, everyone will be broken out into teams for a catapult marksmanship contest. The teams (which you either signed up to play out or potentially handwave by checking the appropriate box on your sign-up form) are:
| TEAM ONE Marcus Gabranth Benedict TEAM TWO Edgard Barrow Darras TEAM THREE Tony Diana Glimmer TEAM FOUR - RNG says this team wins. Congratulations! Your prize is an extra ration of booze with dinner (sorry, Ellis)! Ellis Jone Laura |
TEAM FIVE Matthias Kostos Zoya TEAM SIX Nikolai Byerly Fenris Colin TEAM SEVEN Derrica Gwenaelle Margaery |
Mages, rifters, and anchor bearers with offensive abilities will be given more specific instruction as to which targets on a ship are the most vulnerable/most useful to damage. Damaging or destroying sails, rigging, or anything which propels and steers the enemy ship is as much of a priority as exacting casualties. Anyone with long range offensive abilities will be run through similar hit-the-floating barrel drills in an effort to identify range, accuracy, and general effectiveness.
STILL WATERS
Late in the day, the ship will arrive at it's overnight port of call—a secluded inlet East of Kirkwall that's remote enough to be unobserved. In the relatively calm waters, anyone who wants to try their hand at swimming is more than welcome to do so, though it isn't required.
However, everyone with an anchor shard and anyone familiar with combat around closing rifts will be taken ashore. After a thorough survey of the beach and surrounding tree line, they will receive extremely pointed orders that what they're about to do shouldn't be shared with anyone outside of Riftwatch, made part of any official record, or utilized in the field without express orders from a Division Head. Then those with anchor shards will be tasked with opening rifts.
Highly experimental and generally exhausting, the aim will be to determine how many rifters it requires to open a rift when the Veil is relatively intact (whereas usually the practice is only done to open places where the Veil is weak and likely to soon open a rift on its own). Anchor bearers will be split into groups—those opening the rifts, and those following after them to immediately close them. Any reinforcements are just around in case something goes wrong and a bunch of shades or demons fall out between Step 1 and 2. The work is slow, and methodically done to make a dangerous thing as safe as possible, and very tiring.
And when that's all done, everyone who went ashore can return to the ship for something to eat, a reasonable amount of sleep (unless you've been saddled with one of the night watches), and whatever other mingling people might feel compelled to do. The return trip to Kirkwall consists of more drills, more marksmanship practice, and more knot tying.

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[ It's likely not shocking that Byerly knows a lot of knots, being as he is a noted pervert. Rather more surprising, perhaps, is that he also knows the other points of sailing: he's deft and adept at hoisting sails, is shockingly uncomplaining, and knows all the words to most of the songs.
Where he falls short is when it comes time to ascend the rigging. At that point, he crosses his arms, and invites whoever is behind him to step forward in his place. ]
You first.
ii. still waters
[ The water's a little too chilly to properly bask in, but Byerly enjoys it nevertheless. He swims like an eel, and is quite happy to support the weaker swimmers - and to pull shitty pranks on the stronger ones. ]
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[ says the man who seems visibly thrilled at the prospect of the climb. ]
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ii
At what cost, is the question.]
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OPENING RIFTS; one thread pls
EVENING;
WILDCARD; you know what to do, and if not feel free to snag me on plurk or disco to spitball.
opening rifts
When Margaery comes to a stop beside him, it's to stand a good distance away, far enough that he won't have to strain his neck to look up to her.
Her hand with the shard aches something fierce, emanating pain louder than the dull tension she feels all over. She might've started with a diplomatic introduction otherwise, but she's tired and hungry:
"Would you be the right person to ask why we're being tasked to open and close rifts - and with such secrecy?"
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and scene? c:
110 years later...puts a bow on this
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well.
She's ill at ease without, but it doesn't show in this moment. Instead, she stands all straight-backed and imperious, arms spread wide in preparation of summoning. She says,
"I've propelled ships over sand and through the air." Though not by herself, she's explained already, unless the vessel was small and light. "I doubt it'd be much different on the sea."
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II. STILL WATERS
III. WILDCARD
iii. wildcard
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i.
"Where did your bravery go," Fenris calls up, not particularly kind, "when you came through a rift?"
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II
"Don't worry, not a big fan of the water either."
He glances around.
"Probably they won't make us, but we could probably find somewhere to hide if you wanted."
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ii
"It doesn't hurt much," Benedict whispers sheepishly to her, "I mean... it's not comfortable, but. It's mostly strange."
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if this is too old just lmk, I will not be offended <:V
i
"We'll be back at Kirkwall by the time you've had your moment, at that rate."
She isn't exactly eager to have her go at scurrying up the lines like some sea rat, but the heights don't daunt her.
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Diana is not as familiar with ships as some of her comrades (and certainly not ships of this caliber), but she is very game to learn. And despite the loss of her natural powers, it's enormously satisfying in a way to finally see how much of it remains. She haul away with the best of them, only just beginning to sweat when others are tired and panting.
Skylarking is... nothing like flying. But it's close. And she forgets herself a few times, leaping from one perch to the next in response to some barked order, taking the sort of leaps only one who is accustomed to gravity being a suggestion might. She's quick to reach out a hand to help anyone who seems to be struggling alongside her in either task.
"Here, I'll hold fast if you'll tie off the end!"
or
"Don't worry, I have you. Hold out your hand and we'll get down together."
ii. Still Waters
The idea of opening a rift intentionally does make her a bit nervous. For a being born of magic, this feels dangerously close to mucking around with things that will attract attention from other beings.
Specifically: "Does the Maker not live in the Fade?"
The question isn't asked to anyone in particular, but it is full of unease.
iii. Evening
As it turns out, there is a point in which she actually can't push any farther. Which isn't a new feeling, but it is an interesting one. She doesn't quite make it below decks to the hammocks, propped up instead against the curve of the ship railing. A seagull is perched on her raised knee, making soft complaining noises.
Diana mostly looks resigned to her status as seagull perch.
WILDCARD
[ hmu if u want a specific starter, Diana's here to be the good natured jock who doesn't know her limits yet. ]
iii
"...You made a friend." She grins, though it's a weary expression.
"You were amazing today."
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still waters.
It's a testament to her exhaustion that she doesn't startle at Derrica's offer, Margaery blinking up at her instead. The smile is slower to appear, but deep enough for her dimples to cast shadows. "Please. Come sit with me."
Pleasant, gracious company feels like the best possible distraction from the way her own body feels alien to her. "You've sailed before." A soft observation with a question preserved within - only to be cracked and answered if Derrica wishes to.
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drills
Zoya asks, her eyes alight with interest. The wind pulls at the fabric of her dark blue shirt, her trousers, the braid at her back — her kefta left in Kirkwall, because Saints forbid she have to wash the smells of fish and bilgewater from it, when she doesn't have any replacements — but lightly, and doesn't bother her.
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seamanship.
"C'mon luv, teamwork! You know I'll catch you!"
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https://i.pinimg.com/originals/32/79/a5/3279a57f0913d42df15941bda7e8173f.gif
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still waters 2
Barrow is weary, and he's sore from the work they've been doing, rifts excluded; someone of his stature is always going to be drafted for heavy lifting, and he does it without (much) complaint, leaving himself feeling like so many cooked noodles at the end of the day.
But the man at his side is friendly, and there's no good reason not to be friendly back.
"...though I admit a soft bed will be welcome."
still waters pt1: friendship is closing and opening rifts
Their efforts here are isolated, at least. Secretive enough that he works without his helm, and without the heavy set of his own gauntlets, making obvious how steeled he is against showing so much as a glimpse of discomfort, when they are all in this moment undoubtedly taxed.
"It is an evasive magic— if it can even be called so much as that. Perhaps no more than a connected circuit, inclined to snap on or off when properly prompted."
He has never been much of a scholar, anyway.
WITHOUT HIS HELM
SURPRISE
unbelievable this boon is wasted on nikolai
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There is a heavy thump of two feet when Marcus lands back on the deck from the mandatory excursion up the rigging. Throughout the day, he's been efficient in his affairs, following instructions, paying attention, but otherwise quiet. Silent, even, in a more marked manner than usual, and over the course of the hours since casting off from the shores, his composure takes on a slightly more frayed quality.
Now, though, by the time he's back on the deck, he's deathly pale, a cold sweat risen to the surface of his skin. He goes from this landing—heavy footed, not quite as graceful as he'd prefer to be—and marches directly from this position to the nearest rail. He makes it in time to as politely as he can empty the contents of his stomach into the ocean and not onto the deck.
So that's fun.
Tempting to sink down onto the deck and let death take him, but instead, Marcus stays where he is, blindly seeking out a kerchief from his pocket to clean himself up in some minimal way. On the plus side, he, for the minute, feels better now.
Marcus is substantially better at setting barrels on fire than he is catapulting jars of paint at them. The latter thing was attended to with quiet interest, but with the engagement of someone who has no inclination to pick this niche skill up as a hobby even if he's willing to spend an afternoon on it for now. Like polo, or water colour painting. But it gives him something to focus on that doesn't require a lot of running around, and that, today, he can appreciate.
Testing out how his magic plays though brings some element of comfort, knowing what he's doing. He stakes out a position on the deck, and begins an assault. This requires some care, a wide radius, the swing of his staff—heavy wood and iron, bladed edge, runes that light up deep, heated red, ribbons of smoke trailing off the edge—best to be avoided. He is not quite as quick and twirly as some battle casters, dragging magic from the Fade as if piercing it with the sword-like edge of his implement.
Balls of raging flame fly out towards their targets. They even seem to clip the railing of the ship he's on, but some twist of control prevents it from catching or even damaging the wood, while ferociously eating into the barrels when they land.
Soon, this space in particular smells like a firepit, but it's over soon enough, base of the staff thumping down to balance against the deck as the next wave of nausea is fought back. He doesn't retreat, though, casting his attention to other mages onboard who might be doing the same thing. He prowls around behind them, and is liable to offer advice or corrections in form if he sees its need.
At one stage, refuge is sought below decks. Marcus can be found laying down wherever seems clever, arm over eyes, other arm clutching a waterskin.
Maybe Circles aren't so bad after all? Discuss.
perceived
Maybe he'd prefer to be left along entirely, and Derrica is prepared to acknowledge that. After she's checked on him, of course.
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[closed] marksmanship
He pauses to puff at the cigarette clamped between his lips, pointing at the nearby team comprised of Jone, Ellis, and Laura; "but we better fucking beat them, or I'll never forgive you as long as I live."
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"What if I did something for you that you really didn't want to do? Would you forgive me then?"
Better lay the groundwork now.
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Its like you dont think i have this tracked
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