katabasis: (he should fear never beginning to live)
ƬƠƬƛԼԼƳ ƇƠƊЄƤЄƝƊЄƝƬ ƑԼƖƝƬ ([personal profile] katabasis) wrote in [community profile] faderift2021-06-02 01:17 pm

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.






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
      Ellie (dq'd on superpower grounds)

      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.
bouchonne: (smug fuck)

[personal profile] bouchonne 2021-06-02 10:31 pm (UTC)(link)
i. seamanship
[ 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. ]
molineux: 𝕓𝕦𝕔𝕜𝕪𝕓𝕖𝕒𝕣 (pic#14890952)

[personal profile] molineux 2021-06-03 02:17 am (UTC)(link)
I. SEAMANSHIP
Anyone who catches a glimpse of Margaery will find her looking strangely content despite the exhaustion that also clings to her; there's something arguably refreshing about being on a boat and not having to entertain mindless conversation and keep up a pretense. Her arms and hands are shaking by the time she's finished her drills of lowering and raising sails, and she can feel a large number of callouses that are already forming on her tender hands, but the day goes quickly without her having to entertain a single, unnecessary thought.

That is, until she winds up at the top of the rigging and feels her courage faltering when she's expected to come back down. Despite the fact that she's used to the rolling nature of the ship, she finds herself tightening her grip - steadfastly ignoring the vocal displeasure of her raw skin - and comically, very slowly inching a foot down to where the next step down should be. She glances down to the upturned face waiting for their turn below her, in hopes of encouraging herself to be faster. All it does is give her a mild headache from the nausea. And the thought of plummeting down to the deck below, an ungraceful splat of flesh.

"Just- give me a moment!"


II. STILL WATERS
There are sounds of splashes in the distance, murmurs of enjoyment that Margaery finds herself desperately envying as she glances to where people are swimming. After a long day of sweating harder than she ever has in her life, diving into cool waters sounds like the perfect way to end the day's activities. Instead, she finds herself nervously tucking her hands against her elbows as she listens to the pointed tones of their instructions. Perhaps she'd think more about why they're being told very explicitly not to divulge this information anywhere, if it weren't for the fact that her shard still makes her nervous.

She glances down at her palm, where neon green glimmers and highlights the reddened skin around it. Up until this trip, she's been happy to keep her hand bandaged so she won't have to look at it - and now to actively try to use it? She takes a deep breath, audible to anyone around her, and wears an uncharacteristically troubled expression.


III. WILDCARD
[ happy to write a customized starter! some other ideas: Margaery will probably be found falling asleep into her food when she gets to go back to eat, might seek someone out to see if they can help her poor hands heal faster during the night while she rests, and be as stiff as a newborn fawn on the return trip home. c: ]
truthtied: (Default)

[personal profile] truthtied 2021-06-03 03:22 am (UTC)(link)
i. Seamanship

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. ]
clawings: (At a distance you're strong)

iii. wildcard

[personal profile] clawings 2021-06-03 05:03 am (UTC)(link)
The woman sitting across the table from him very nearly tips forward into her plate, except Erik puts a hand out and touches her shoulder, giving just the slightest shake. "You okay there?" He puts his hand down once she seems awake enough not to drown in her own food, but it just sits on the tabletop next to his plate.
broodypants: (i'm very on)

i.

[personal profile] broodypants 2021-06-03 03:07 pm (UTC)(link)
Fenris remembers this woman, the one who looked ready to punch a demon rather than submit to death. Yet, height frightens her? People are strange, contradictory creatures.

"Where did your bravery go," Fenris calls up, not particularly kind, "when you came through a rift?"
sparklequeen: (076 » Yeah I've been living in the red)

iii

[personal profile] sparklequeen 2021-06-03 03:17 pm (UTC)(link)
Glimmer has had an eye on Diana all day. Partially just because, well, she's tall and strong and it's hard not to notice that. The other half is that she feels a lot like Adora in her willingness to help, her smile, her eagerness to work and be useful. So, at the end of a very long day Glimmer ends up taking the chance to sink down next to Diana at the railing, flexing her aching, newly calloused hands.

"...You made a friend." She grins, though it's a weary expression.

"You were amazing today."
molineux: 𝕓𝕦𝕔𝕜𝕪𝕓𝕖𝕒𝕣 (pic#14891108)

[personal profile] molineux 2021-06-03 04:48 pm (UTC)(link)
She jolts awake, clearly startled by the effective shake and the words addressed to her, but it only takes a second for Margaery to realize that if this man hadn't been kind enough to interrupt her fall, she would've wound up being startled by the food on her plate anyway.

"I'm alright," she says with a small nod, although it's questionable whether she's telling him or reassuring herself. Both, probably. "I was just excited at the thought of getting to be on a boat again, but I wasn't expecting the training to wipe me out so thoroughly."

She blinks a few more times to steer clear of exhaustion and gives him a small, friendly smile. "Thank you. You've saved me from a lifetime of embarrassment. Ah, I'm Margaery, by the way."
molineux: 𝕓𝕦𝕔𝕜𝕪𝕓𝕖𝕒𝕣 (pic#14891215)

[personal profile] molineux 2021-06-03 04:52 pm (UTC)(link)
"I thought I was dead!"

An important distinction, thank you very much. Surely being dead affords small privileges, such as: not having to die again. She's learned her lesson when it comes to looking down, and focuses on securing her footing as she makes very slow progress down.

"Did you have an easy time of this when you first tried?"
broodypants: (come see me!)

[personal profile] broodypants 2021-06-03 05:12 pm (UTC)(link)
"Yes," Fenris answers, tone flat. "There are worse things than falling."

He simply pretended the worst things in the world were beneath him. Literally, not figuratively.
molineux: 𝕡𝕣𝕠𝕧𝕖𝕣𝕓𝕚𝕒𝕝𝕝𝕪 || 𝔻ℕ𝕋 (pic#14890956)

opening rifts

[personal profile] molineux 2021-06-03 05:27 pm (UTC)(link)
There's a beat of surprised silence, before - "I will."

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?"
tender: (136)

[personal profile] tender 2021-06-03 06:47 pm (UTC)(link)
seamanship.
Unsurprisingly, Derrica is spending more time instructing than absorbing instruction. She's spent more time on land than sea since joining Riftwatch, but that doesn't exactly offset having spent years as a pirate sailor beforehand.

So in the course of trying to raise and lower the sails—

"It's going to tangle if you pull on it like that," comes the kind interjection, following a light tap to the shoulder. "Do you want me to show you?"
drills.
Initially, Derrica's focuses had been raising barriers. It's more demonstration than anything, raising rippling fields of light green on cue across the bow or up over the rigging for people to mimic after.

But now—

Balanced up on the side of the ship, rigging close at hand in the unlikely event of calm water turning suddenly rough, Derrica plants her feet, raises her hands and brings down a great crack of lightening that leapfrogs from one barrel to another to another and so on, before petering out into discordant crackles on the foam.

And then turns a bright smile back down, a hand reaching to grasp loosely at the lines beside her.

"I can only control what I hit first, but if I do it right, I can make sure it bounces far enough to make an impact."

Neat, right?
still waters.
Being on a ship at night is good. Familiar. It's easy to feel satisfied with the events of the day.

She'd missed sailing. Derrica rarely gives that much space in her mind, but being on deck in the half-dark, she can acknowledge it.

But not dwell on it to the point where she turns away from other Riftwatch members also sitting up, on watch or otherwise.

"Do you want some company?" comes without any expectation. Derrica is offering in such a way that's easily turned down.
wildcard.
[ do whatever ]
Edited 2021-06-03 19:37 (UTC)
heorte: (113)

[personal profile] heorte 2021-06-03 07:15 pm (UTC)(link)
seamanship.
It's not that Ellis is greatly concerned by heights. He has stood at the mouth of great chasms and bolted across ancient bridges of questionable strength in near darkness.

But the thing about the ratlines is that they feel extremely insubstantial.

And it's a long way to fall.

Ergo, Ellis is taking his time about ascending, head tipped back to observe the ascent and descent of others while he considers his own chances.
still waters.
Unlike literally everything happening on the ship, this is familiar ground.

Waiting around to beat whatever demons topple from a rift in pulp is absolutely within his wheelhouse. He's been doing it on Tony and Wysteria's behalf for nearly the entire stretch of time spent with Riftwatch.

During some break between one attempt and the next, Ellis breaks off to tip his waterskin over his face instead of his mouth and wipe away the stray splatter of ichor left behind by the one stray demon that had hastily heaved itself from the rift. As quickly as it had been dispatched, it had still left a splattering of black smeared across the sand and across Ellis, who seems more or less unconcerned about it.

He still turns towards the sound of approaching boots, eyes moving first to mark Flint's position, before turning fully towards company, and lifting his waterskin in silent offer before he asks, "Are they trying again?"
wildcard.
[ do whatever ]
rezni: (10)

[personal profile] rezni 2021-06-03 08:19 pm (UTC)(link)
seamanship.
Either Nikolai is a seasoned sailor, or everything in life comes easily to him.

Or both are true, according to Nikolai, though he is a fairly decent teacher. Having ascended and descended the ratlines several times (either to demonstrate it as a harmless exercise or for the pleasure of doing so, who knows) he's offered himself to work through the process of tying knots.

Or untangling attempts at tying knots, as the case may be.

"It's certainly secure," he teases, holding out his hand for the line. "If you like, we can pretend this is a tactic native to Thedas that I'm simply unaware of just yet."
still waters, pt 1. ( one thread, please. )
The latest effort has left his hand aching. It's an unpleasant and strange feeling; there's a raw quality to the process of utilizing that shard that seemingly judders directly into his bones, sends needling points of pain up his arm and back.

But with the concussive boom of closure to mark a successful maneuver, Nikolai steps back from the group, in the same motion as he tugs his glove back into place. Sweat has gathered at the nape of his neck, darkened his blond hair, but he hasn't loosened his tunic or shifted off his coat.

"It was faster that time, yes?" he questions. "A sign of progress, I assume."

Though the optimism in Nikolai's voice doesn't quite offset the fact that he hardly knows what he's doing. Holding his hand up, and hoping for the best? The shard in his hand feels largely outside his control still, and he's not so pleased about it.
still waters, pt. 2
Despite being more or less exhausted, Nikolai hasn't descended to the hammocks. Instead, he's strolling the length of the deck, one side, then the other, at a leisurely pace.

If eventually, he falls into step with someone passing, well.

"So, are you going to flee as fast as you can from this ship once we return to Kirkwall, or did you enjoy some part of this exercise?"

Surely a fair question to ask, considering the day's events.
wildcard.
[ do whatever. ]
rezni: (10)

[personal profile] rezni 2021-06-03 08:21 pm (UTC)(link)
Don't tell me you're nervous.

[ says the man who seems visibly thrilled at the prospect of the climb. ]
bouchonne: (probably lying)

[personal profile] bouchonne 2021-06-03 08:33 pm (UTC)(link)
Do I look nervous?

[ To his credit, he doesn't - at least, not until he looks up at someone clambering agilely through the rigging, and goes perhaps a little bit pale. Still, when he looks back at Nikolai, it's with a gleaming smile. ]

I'm supervising, you see. Looking to give pointers on technique. Climb up, I'll tell you what you're doing wrong.
altusimperius: (:3)

ii

[personal profile] altusimperius 2021-06-03 09:16 pm (UTC)(link)
[It's no balmy Nocen Sea, but at least it also isn't the no-doubt utterly poisonous sludge surrounding the Gallows. Benedict isn't basking, per se, but it's been a while since he had a proper swim, and he is allowing himself to enjoy it.
At what cost, is the question.]
truthtied: (You're sweet)

[personal profile] truthtied 2021-06-03 10:04 pm (UTC)(link)
Diana returns the smile easily, equally weary, but still welcoming.

"Friend is a strong word, I think," she says. There's nothing left in her that has the energy to connect with the bird to understand it, but like most birds, seagulls are relatively straight forward. A strong desire for food, coupled with mild annoyance when it is not forth coming.

"And thank you, you're kind to say so. I can't say I've been on a ship like this very often in my life." If at all, but more importantly: "You were amazing as well."
muckspout: (heh heh)

II

[personal profile] muckspout 2021-06-03 11:37 pm (UTC)(link)
Edgard, perpetually unbathed and unshaven, steps forward towards a woman he hasn't met before. He watches her glance down nervously and makes an assumption. He claps her hard on the shoulder, it's intended as friendly, and says,

"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."
molineux: 𝕤𝕥𝕣𝕦𝕞𝕡𝕖𝕥𝕤 || 𝔻ℕ𝕋 (pic#14891218)

[personal profile] molineux 2021-06-04 12:31 am (UTC)(link)
"There are better things than falling," she counters easily, finding their conversation an unexpected source of distraction. "Such as, getting down safely without breaking any of my limbs or my head."

And that's another row conquered! Margaery even manages a laugh as she realizes -

"I can't believe you're taking the more optimistic perspective in this discussion," His tone makes it easy to miss. "Are you waiting for me to finish so you may climb?"
broodypants: (i'm a newlywed)

[personal profile] broodypants 2021-06-04 12:42 am (UTC)(link)
Voice flat, expression dour, arms folded, Fenris says, "I am being encouraging."
molineux: 𝕡𝕣𝕠𝕧𝕖𝕣𝕓𝕚𝕒𝕝𝕝𝕪 || 𝔻ℕ𝕋 (pic#14891042)

[personal profile] molineux 2021-06-04 01:12 am (UTC)(link)
She's getting better at tucking away her expectations of people based on perfunctory first impressions, but there's still a telling pause before she takes a few steps forward, reaching out to take the waterskin with both hands. Both hands that still carry tremors from everything they've been through today, but she manages to uncap and tip it back for a short, grateful sip.

By the time Margaery is returning the waterskin to him, she looks more thoughtful than anything. His explanation seems sound, although she can't help but wonder:

"Shouldn't the Research division be spearheading this effort, then? And all the rifters in Riftwatch invited to this excursion? For - more accurate numbers, and notes?"

It occurs to her, as soon as she finishes speaking, that perhaps accuracy of data is not the immediate goal. That perhaps a small group is preferred to keep the information easier controlled.
molineux: 𝕓𝕦𝕔𝕜𝕪𝕓𝕖𝕒𝕣 (pic#14891108)

[personal profile] molineux 2021-06-04 01:16 am (UTC)(link)
She has the sense to hide her smile at that - easy, given their angles.

"I see. You're doing marvelously. But are you sure you don't want to come join me up here and show me exactly how I should be doing this more properly?"
broodypants: (and no one can fix it.)

[personal profile] broodypants 2021-06-04 01:20 am (UTC)(link)
Fenris grumbles something rude in Tevene under his breath, before taking off his gauntlets and strapping them to his belt. Sharp incisors that they are, he doesn't want to risk sawing at the rope, however thick it may be.

He reveals hands that are lyrium-lined on both sides, blue-white markings starting at the wrist and branching to the fingernail.

Fenris climbs nimbly upward. "I hope you don't expect me to drag you along."

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