On Naval Matters...
From Atlantic Roleplay Wiki
Title: On Naval Matters...
Author: Magellan
When voyaging by sea, it is important to remember these simple rules:
Without even considering the perils of mosters at sea, natural tidal motions can cause the hardiest of travellers to drop possessions, or even fall overboard. It is therefore wise to limit movement on the deck of a ship if you are a passenger; if you serve as a crewman, remain at your assigned post to perform your duties.
Even the most experienced Ship Captain can find himself lost when land is not in sight, and there are two solutions: carrying a sextant will readily allow you to assess your location and keep your bearings; if a sextant is not at hand, it has been proven (by this author) that one may Circumnavigate the world- merely sail in the same direction long enough, and soon you will be in sight of land.
Sea charts are another tool that makes longer voyages aesier. the major trade routes between most cities have been mapped out, and are available for sale near any city's docks.
There are many beasts that call the sea their natural habitat, and it is advised that all travellers be equipped to deal with any beast they may encounter.
one final note: when sailing near the shores, be advised that many magic using creatures do have a tendancy to teleport themselves directly onto your ship, so remember to be vigilant! The seas contain many wonders, but they are dangerous to the unprepared...
"All I ask is a study ship, and a star to steer her by..."