Officers and Staff

Command Crew

The Command crew are responsible for ship operations, sailing operations, sailing training, navigation, overseeing the watch. The Captain has the ultimate say in operations of the ship at sea and staffing of the sailing crew.

  • Captain Defense
  • Lieutenant Mipe
  • Lieutenant Siggh
  • Midshipman Joachim
  • Midshipman Able
  • Midshipman Nog

Warrant officers

The warrant officers are crew handling special positions on the watch staff based on skills or trust earned over time.The quartermasters are responsible for crew disputes, crew discipline, they represent the needs of the crew to the officers and business staff and handle the armory and weapons training. The sailing mage provides sailing magic.

  • Quartermaster: Argunt
  • Quarter Master's Mate: Mort
  • Sailing Mage: Vacant

Owners Aboard

The owners are responsible for the cargo, destination and budgeting of the ship. They are treated with respect but do not have command authority of the ship at sea

  • Owner: Scriallig
  • Partners aboard: Ngwira, Giffeth, Embrar

Support Staff

The support staff are teams of qualified crew members who handle the various functions of the departments. Some are full time, some are also part of the watch operations and work support staff as needed

  • Clerical Staff: Jervis (lead), Tasha, Mort
  • Carpentry Staff: Nedror (lead), Jervis
  • Medical Staff: Smiles (lead), Albetha, Keti, Mort
  • Morale Staff: Jervis (lead), Tasha

Ship Physical Description

The Slope Runner is long and slim ship.  It is 35 meters long (not counting bowsprit) and 9 meters wide (giving it a L:B ratio of 3.889).  The bowsprit angles upward fairly steeply and is 8 meters long.  There is a figurehead of seahorse twined around a buxom mermaid just under the bowsprit.  The seahorse has had one eye blinded but the other glows with the light of the Lifeheart.  The lifeheart gives the ship a strange sentience, and it can sense its environment to a limited extent and in a small way the ship can flex and twist in the water. It has a spirit infused in it and is reinforced with several spells.

There are four smaller boats (two each on the main deck and the quarter deck).

The ship has a volley gun and two ballista.  It's normal fighting force is archers on the forecastle and quarterdeck.

The ship has a fairly small forecastle, and a large quarterdeck.

It has 4 masts, (fairly short by Earth standards), the front three are square rigged.  The last has a Gaff rig.  Thus the ship would be called a Barque (or Bark).

The Masts from the front to back are called, Foremast, Mainmast (tallest), Mizzen mast, and the Jigger.  (The Foremast and Mizzen mast are the same height, the Jigger is the shortest.)

There are 4 decks:

  • The deck at the front of the ship is the forecastle (also known as fo'cs'le (pronounced "foaksul").
  • The deck at the back of the ship is the quarterdeck.

Note that the forecastle and quarter deck are at about the same height above the water.  (The quarter deck is a touch higher.)  There is an empty space between them.  Next deck down is...

  • The main deck.  This is also exposed to the air and seas.  However, you go inside the ship when going under the forecastle or quarterdeck.  These have good headroom, about 2 meters under the quarter deck which is an unusual luxury.
  • Below the main deck is the Berth deck.  Most of the living quarters, ship supplies, galley, medical bay, and specialized ship spaces are here.  The deck height is 1.8 meters high, but often beams and such project down.  Fighting on the Berth deck is usually at -1 DX for low head room.
  • Below the Berth deck is the Orlop.  This is low, about 1.2 meters.  This is mostly used for cargo that you do not want to get wet.  Much of the ship's provisions are held here.  Fighting on this deck is often done kneeling and is at -2 DX.
  • Below the Orlop is the hold which goes right down to the bottom of the ship. The height varies but is normally about 2 meters.  The bottom of the ship is not considered a 'deck'. 

Best speed (with out magic) is from 40 to 45 leagues per day.  (At best point of sailing with the wind on the quarter.) Best known speed (with magic) is from 60 to 65 leagues per day.

The ship is fairly weatherly, and is able to sail at a 47 degrees into the wind.  (By all measures she is a fast ship, but she is faster than most other ships of her size and build when the wind is on her quarter and she is more weatherly than most ships of her general build.)

The best magic speed is the best seen so far.  In ideal conditions, (e.g. flat sea, with a huge wind and much magic) it might be possible to go a bit faster.  Usually its best speed is reached in storms and when magically boosting the speed, the ship takes a huge pounding.  

The ship is reinforced to take a pounding a very high speeds.  This lowers its cargo space. Further, it has large curved beams that stick out on each side of ship just fore and aft of each mast.  This allows the standing rigging to have better angles while supporting the masts.  This helps the ship to withstand high winds better.  (The disadvantage is maintaining the standing rigging is a bit more difficult than if it was inboard.)

These large beams help support 4 water tight compartments.  These are named (from front to back) "Small Box", "Long Box", "Main Box", and "Back Box". To travel between the compartments you have to climb up onto the deck from a stair or thru a hatch, or thru a sealable hatch on the main deck.  In normal cruising, these 6 hatches are kept open, when the ship is fighting or in a storm they are normally dogged close.  Note that the water tight compartments, further increase the sturdiness of the ship and reduce cargo capacity. 

Sails

  • Outer Jib
  • Inner Jib
  • Fore-Topsail
  • Forecourse
  • Main Top Staysail
  • Main-Topsail
  • Main
  • Mizzen Top Staysail
  • Mizzen Topsail
  • Mizzencourse
  • Spanker

Page last modified on February 29, 2024, at 07:10 PM