Ships and the Seas
The waters of Aethorra and everyone who works them.
The waters of Aethorra and everyone who works them: coasts, lakes, rivers, winds and seasons, every people's ships, the navies of 1146, a thousand years of sea fights and wrecks, how a pilot finds his way, the trade roads of the water, sailors' lives, and the quarrels on the water in the present year. There is no magic at sea. Storms, lights, singing reefs and following sharks are real things, and sailors explain them each in their own way.
Contents: 1. The Waters · 2. Ships and Boats by People · 3. The Navies of 1146 · 4. Naval History · 5. Navigation · 6. Sea Trade and Voyage Times · 7. Sailors' Lives · 8. Naval Flashpoints in 1146 · 9. Where the Seas Are Going
1. The Waters
Aethorra is one continent inside one sea.
The Encircling Sea
Aethorra is one continent inside one sea. Its coastline runs about seven thousand miles. Every realm but Tharax touches salt water somewhere, and only Castavar treats the sea as a road rather than a wall.
The first rule every sailor learns is this: ships that go far enough out never come back. The pilots of Tandosa give the plain reasons. Two or three days out from any coast, the wind settles into a steady quarter blowing away from land, and under it runs a broad current the Castavari pilots call the Outward Set. A ship caught in both can sail out in a week and need two months to beat back, and no hull on the continent carries two months of water. The Salt-Sworn say the sea keeps what wanders too far. The pilots say the same thing in other words, and both keep their ships in sight of land. So all sea traffic on Aethorra hugs the coast. A voyage is a chain of headlands, river mouths and watering places.
The Coasts and the Isles
| Coast | Runs | Character | Who sails it |
|---|---|---|---|
| The west coast | From the Frostmarch south past the Greenwarden to the Llovo mouth | Rocky and wet in the north, with redwood cliffs, driftwood beaches and few harbors; dry and sandy around Tandosa | Coastwrights, the Waheli of Moss Harbor, Castavar's navy and fishing fleets |
| The south coast | From the Llovo mouth east past Sonvera, the Sunmaw shore and Baamarsh to the Nhal delta | Reefs and lagoons off Castavar, then hundreds of miles of desert shore with almost no fresh water, then jungle swamp | The Salt Brotherhood, Castavari coasters, Baamarsh's boats, the Mud-Eaters |
| The east coast | From the Nhal delta north past the Tsanha mouth and Chaiyo to Shanyo | Long, low and busy, with paddy shore, estuaries and late-summer storms | Kaishon's junks, the Chaiyo tuna fleet, the Chaiyo Boat-People, the Brotherhood's Long Reach |
| The northern sea | From Shanyo west along the Frostmarch's fjords to the ice | Fjords, whales, walrus, seals, and sea ice for half the year | Hrodvald longships, the Barerk Whalers, the Uusung |
The Shattered Isles lie off Castavar's southwest corner, some two hundred and sixty miles from Tandosa and a little less from Sonvera, which faces them across open water. Their reefs are their walls. A deep-keeled galleon cannot follow a reef galley through the passages, and the Brotherhood's pilots know which channels close at low tide. Monk seals breed in the sea-caves, petrels nest in the cliffs, land-crabs swarm the beaches at night, and reef sharks work the passages. Wreckers Cove, the Brotherhood's base since 1004, lies sheltered among reefs and sea cliffs. The drowned site of Vexport lies elsewhere in the chain. Crews do not moor there.
Lake Surmave
The Mirror is about three hundred miles from the Wenvorm mouth to Larvir and two hundred from the Northmere shore to the Surmave delta. Aldmere holds the western and northern shores. Caelvenne holds the delta, the southern and eastern shores and, with its galleys and mirror towers, the water. The lake has no tide, but a hard west wind off the Spine can pile the water a foot or two higher on the eastern shore. Fog comes down without warning in spring and autumn, which is why the earl's bell at Wromthalm rings the fleet in. In high summer mirror-weed thickens in the shallows and fouls galley oars.
Three things under the water rule how the lake is sailed:
- The Drowned Roofs. The Builders' greatest city lies about sixty feet down off Solvaine, and its tallest towers reach to within a fathom of the surface. Galleys and grain barges keep to marked channels in the southern waters. On calm, clear nights the very old say they can see the roofs, and they are right.
- The Drowned Gate. The Builders' stone arch stands a day's sail northeast of the Drownings. The Drowned Court's boats sail to it at every new moon.
- The Sill. Where the Tsanha leaves the lake by Larvir, ash and rubble from the Builders' age choked the old gorge into a high, shallow sill, and those shallows are the Tsanha fords. Flat barges can pass over them. A war galley cannot. Caelvenne's navy rules the lake up to the fords and cannot follow an enemy one mile down the river.
Lake Farvig and the Other Lakes
Lake Farvig is frozen half the year. The ice breaks in Bryrso ("oar"), the Third Month, and closes in Thubor ("frost"), the Ninth. In winter the lake is a hundred roads for sleds; in summer it belongs to the longships. The Farvig Outflow drains it north to the sea, about two hundred and fifty miles of river open a few months each year, so a Stormbrand longship can reach salt water only in summer and must be back before the ice. Lake Shorooq is shallow and salt, and poled salt barges work it. Lake Tsenkin is deep and cold, and its sturgeon fishers keep close to the shore that fell in 890.
The Great Rivers
| River | Navigable reach | Main craft | Hazards |
|---|---|---|---|
| Wenvorm (the Claurou in Caelvenne) | Hethlend to the lake, about 260 river miles | Grain barges, Drift barge-towns | Spring floods; Hethlend's river chain, raised at night |
| Tsanha | Over the Sill at Larvir, past the Tontanor fords and the Jade Gate to Kokrin and the sea, about 950 miles | Drift barges, tow-barges hauled upstream by Larvir mules, river war junks below the Jade Gate | The Sill; Cherüsh riders on both banks in 1146 |
| Muhau | Lake Tsenkin to the sea past Chaiyo | Rice barges, canal boats, river war junks | The flood of Mûhauhi, the Sixth Month |
| Nollen, Shauho | Nolsomel to the lake; Sorogei to Kokrin | Small barges, rice barges | Low water in late summer |
| Llovo | Grarañe's Wine Quays to Tandosa | Wine barges | A shifting, brackish mouth |
| Talodin | Mazbaaran to Lake Shorooq | Reed boats, flat river barges | Low water in dry years |
| Nhal | Most of its length to the delta swamps | Kapok canoes, garrison boats | Caimans, razor-fish, fever |
| Barerk, Farrur | Barmin to the sea; the Farrur barely | Longships, whaleboats | Ice |
Winds, Currents and Seasons
Aethorra has one moon, and the sea has two tides a day, strongest at new moon and full. The Brotherhood elects its Captain-King or Queen at the ebb and swears the winner in at the flood.
| Wind or current | Where and when | What it does |
|---|---|---|
| The Pine Wind | Down the west coast from the northwest, spring to early autumn | A fair wind south to Tandosa and a headwind north |
| The Furnace Wind | Off the Sunmaw onto the south coast, high summer | A hot north wind that pushes ships offshore toward the Outward Set; coasters anchor rather than sail in it |
| The Crane Winds | Kaishon's east coast; onshore in summer, offshore in winter | The Chaiyo fleet sails with the season, and the storms at the turn wreck more junks than any enemy |
| The Ice Wind | The northern sea, from Thubor | Drives the pack ice south; no longship puts out once it blows steadily |
| The Coast Stream | Inshore along the south and west coasts, running westward all year | Helps a ship from Baamarsh toward Castavar and slows one going east |
| The Outward Set | Beyond sight of land, everywhere | The current that does not bring ships back |
| Water | Open season | Closed or dangerous |
|---|---|---|
| West and south coasts | Llusodo to Corenva (First to Ninth Month), opening with the spring tuna run | Winter gales from Fojiga; the navy lays up most galleons after the Hearing |
| Lake Surmave | Punsimor to Vailal (First to Ninth Month) | Winter, when the galleys lie in the sheds of the Yards; fog, midges and mirror-weed in season |
| Lake Farvig | Bryrso to Stajend (Third to Eighth Month) | Frozen from Thubor |
| The northern sea | Kalig ("sail") to Stajend (Fourth to Eighth Month) | Sea ice the rest of the year |
| Kaishon's east coast | All year, with care | Storms around Mûhauhi |
Dangers
Storms kill more sailors than all the navies together. After storms come the reefs, the shifting shoals at the Llovo mouth, the northern ice, the Drowned Roofs and the forged star tables. The living dangers are the reef shark, the coast krait, the Nhal caiman, and the whales and tusk-walrus that kill whalers every season. There are no sea monsters. Every tale of one is a tale of a real animal, told larger.
2. Ships and Boats by People
Castavar has the only true ocean-going navy on Aethorra: ships built to keep the open sea for weeks, not to hop from beach to beach.
Castavar
Castavar has the only true ocean-going navy on Aethorra: ships built to keep the open sea for weeks, not to hop from beach to beach. A navy sailor is a tasmelve. A harbor is a dallatie, which is still the name of Tandosa's old fishing harbor.
- The war galleon (danrele). Three masts, square sails, high castles fore and aft, and a wheel on the quarterdeck. It mounts six to ten bolt-throwers and carries a company of ratorlon crossbowmen with crank-wound heavy arbalests (chesva). Its masts are Tandosa pine, and every captain wants the Greenwarden redwood Castavar cannot get. The most famous is Captain Tandosno's Bairnaro Drosdo, the "White Star."
- The troop transport. Broad, slow and two-masted, for soldiers or horses along a coast. The Pine Yards have been building them since the spring of 1146.
- The coaster. The two-masted merchant ship of the Salt Sea Lanes. It carries wine, oil, cork and silver.
- The dispatch boat. Narrow, fast and triangular-sailed, for orders and pilots.
- Fishing boats (chobeche). Sardine boats out of Dallatie before dawn, octopus boats, and the net boats of the royal spring tuna fishery, which land their catch at the Tuna House under guard.
The Salt Brotherhood
- The reef galley. Low, shallow and fast under oars, with one mast and a sail that comes down in a moment. It crosses passages a galleon would tear its bottom out on, and in a calm it rows circles around a becalmed galleon. When men speak of "Salt Brotherhood galleys," this is the ship they mean.
- The prize ship. Captured Castavari coasters, and now and then a galleon, re-rigged by crews who know them better than their builders did. Vex has taken thirty Castavari ships, and some sail for the Brotherhood still.
- The stores ship. Two-Fathom's Hold sails food, water, agave rope and agave spirit in broad old hulls that never fight and always eat.
- The long-voyage ship. The Long Reach sails the deepest hulls in the Isles, built to carry water for a passage of months.
Sormerva Vex's own ship is the Ebb and Flood, named for the Vote on the Tide.
Caelvenne
Caelvenne's navy has never touched salt water. On its lake it has no rival.
- The war galley (sodare). Long and narrow, thirty oars a side with two rowers to an oar, a lateen sail, a bow bolt-thrower, and a platform for marines with clockwork crossbows. Galleys are built and wintered in the covered slips of the Yards. Every one carries a knotted cord on its bow, though its officers are cardinals' nephews. The flagship is the Faltil-Fiajane ("serene lily").
- The dispatch galley. Twelve oars a side, for carrying orders when fog blinds the mirror towers.
- Barges and canal boats. Broad sailing barges carry Aldmere's grain to the Grain Quays. Inside Solvaine, which has no carts, every load moves by boat. The two Debtors' Hulks off the Yards are old galleys.
Aldmere, Tharax and the Drift
Aldmere's words for ship and boat, stunald and fowd, see more use on the river than at sea, and the kingdom keeps no war fleet. Its grain barges carry Crown wheat down the Wenvorm from Hethlend's Swan Quays and are towed back up by oxen. Its perch boats work out of Wromthalm's Darthir ("haven"), each with a knotted cord on the bow. In war the lakeshore earls levy fishing boats, as they did in the War of the Tsanha Fords, when Caelvenne beat them on the water.
Tharax has words for ship and boat, ditherk and trethak, and no use for either. A Phymon will stand on a galley's deck if ordered. He will not sit at an oar, because an oarsman faces backward.
The Drift lives on its boats and, by its own reckoning, is never on land. Its nine barge-towns of lashed-together barges drift the Wenvorm, the Nollen and the Tsanha, and Surmave Float lives on the lake. Threeoars carries four hundred people. A barge-town can unlash in an hour and scatter when the customs boats come. On the Tsanha the barges come back upstream behind Larvir mules on the towpath.
Zarvand
Zarvand keeps no seagoing navy. Its one port on the southern sea, Baamarsh, is guarded by about twenty fire-boats, oared boats with a bronze siphon in the bow for Talodin fire (hizikeen), which burns on water. That is why the Second Crusade landed on the open coast nearby in 866 and took Baamarsh from the land side. A few Baamarsh coasters (nekoz) fetch pepper from the Nhal delta and salt from the Shorooq shore, and they do not go west of the Sunmaw shore, where the Brotherhood hunts. Reed boats and flat river barges (doodaq) work the Talodin from Mazbaaran's Reed Wharves to Lake Shorooq.
Kaishon
- The sea war junk (ryônishì). High-sterned, with three or four masts of battened matting sails that reef in a moment, a deep stern rudder, and a hull divided into sealed compartments, so that one hole does not sink it. It carries repeating crossbowmen on its castles and an engine in the bow that throws many bolts at once. The Chaiyo flagship is the Tèkba-Meksi ("new rampart").
- The river war junk. Smaller and flat-bottomed, with oars and sail. It patrols the Tsanha, the Muhau and the Shauho, escorts the grain-tax barges, and flies signal kites from its mast.
- Rice barges and canal boats (soksoi). The grain-tax barges come down the Tsanha from the Jade Gate, up it from Tauya, and down the Shauho from Sorogei to the Granary Steps at Yomìn ("harbor").
- Tuna and cormorant boats. The Chaiyo fleet lives on the great Chaiyo tuna. Inshore fishermen fish with leashed cormorants.
- The Boat-People's junk. About six thousand Chaiyo Boat-People live on family junks in the estuaries and have not touched land in generations.
The Hrodvald Clanholds
- The longship (denak). Long, low and open, clinker-built of taiga pine, with one square sail (kalig), a bench of oars (bryrso) down each side, and a beast carved on the prow so the ship remembers it was alive. It draws so little water that it can run up any beach and go down the Outflow. Sea longships are larger than lake ones. The best on the lake are built on Krasvuv's Keel Strand.
- The cargo ship. Broader, deeper, and sailed rather than rowed, for furs, amber, ivory, whale oil and cattle.
- The whaleboat. The Barerk Whalers hunt the Barerk whale from open boats of six oars and a harpooner, and tow the carcass home. One whale feeds a clanhold for a winter.
A Hrodvald ship is a gotam and a boat a keyf. The first longship, the old tale says, was a whale carved from a taiga pine by a stelest's daughter who could not watch her father's men drown in a coracle.
The Free Peoples of the Coasts
The Coastwrights build from driftwood only, because under Waheli law cutting a tree is death. Their patched, lashed boats are small and very seaworthy, and one of them carried Vex's sealed letter to the Bairnaro Drosdo. The Waheli of Moss Harbor fish from dugouts cut from fallen redwood, which the Circle allows because the tree fell on its own. The Tzalan carve canoes from the Nhal kapok, from two-man fishing canoes to war canoes of thirty paddlers, and harpoon the ten-foot serpent-fish from them. The Mud-Eaters pole reed rafts through the Nhal delta. The Uusung hunt seal and walrus from light one-man skin boats, and in the whale season, Malnaanvaq, they launch big open skin boats that carry a camp's hunters. The Barerk Whalers learned the whaleboat from Uusung who came south.
Ships at a Glance
| Type | People | Length | Crew | Good day's run | Carries | Use |
|---|---|---|---|---|---|---|
| War galleon (danrele) | Castavar | 130–150 ft | 250 sailors, 100 marines | 90–120 miles | 400 tons, or 500 soldiers packed | Battle, convoy, pirate hunting |
| Troop transport | Castavar | 110 ft | 60 | 60–80 miles | 300 soldiers or 40 horses | Carrying armies |
| Coaster | Castavar | 80–100 ft | 25–40 | 70–100 miles | 150–250 tons | The Salt Sea Lanes |
| Reef galley | Salt Brotherhood | 90 ft | 120 | 60–70 rowing, 100 sailing | 40 tons | Raiding and boarding |
| Long-voyage ship | Salt Brotherhood | 110 ft | 70 | 80–100 miles | 250 tons and months of water | The Long Reach |
| War galley (sodare) | Caelvenne | 120 ft | 180 (120 rowers, 40 marines) | 60–70 miles | Little | Command of the lake |
| Lake grain barge | Caelvenne, Aldmere | 70 ft | 8 | 50–60 miles | 60–80 tons | The Golden Road |
| River grain barge | Aldmere | 60 ft | 5, and oxen upstream | 25–35 downstream | 40 tons | The Wenvorm |
| Barge-town | The Drift | A floating town | 50–400 people | The current's pace | Whatever pays | Living, ferrying, smuggling |
| Longship (denak) | Hrodvald | 70–100 ft | 60–80 | 100–150 sailing, 50–60 rowing | 60 warriors or 20 tons | Raids, war, travel |
| Cargo ship | Hrodvald | 60–70 ft | 12–20 | 80–100 miles | 30 tons | Northern trade |
| Sea war junk (ryônishì) | Kaishon | 100–160 ft | 150, 60 of them crossbowmen | 70–100 miles | 300 tons | Coast defense, escort |
| River war junk | Kaishon | 60–80 ft | 50 | 40–50 miles | 30 tons | River patrol |
| Fire-boat | Zarvand | 50 ft | 30 | Harbor work | A siphon and naphtha jars | Guarding Baamarsh |
| Driftwood boat | Coastwrights | 20–30 ft | 4–8 | 50–70 miles | 2 tons | Fishing, quiet trade |
| War canoe | Tzalan | 60 ft | 30 paddlers | 30–40 downstream | 30 warriors | River war |
| Big skin boat | Uusung | 30 ft | 8–12 | Short trips | A camp's hunt | Whaling, walrus |
6. Sea Trade and Voyage Times
A traveler who goes from the Llovo to Kokrin the fastest way, by sea with the Long Reach, still spends three months.
- The Golden Road. The Wenvorm and Lake Surmave: grain down to Solvaine's Grain Quays, and glass, silk and wine back up to Hethlend's Swan Quays.
- The Tsanha Crossing. Drift barges and tow-barges carry the river half from Larvir past the Tontanor fords to the Jade Gate, and Kaishoni barges carry it on to Kokrin.
- The Salt Sea Lanes. Castavar's coastal route from Tandosa south and east past Sonvera and north up the west coast. It carries silver, wine, olives, cork, sardines and tuna more cheaply than the carts of the royal road, and the Brotherhood preys on it without rest.
- The western sea-trade. The Coastwrights, the Waheli of Moss Harbor and the Brotherhood trade fish, furs, deadfall redwood, agave spirit and iron along the west coast. Nobody in Castavar knows about it.
- The Long Reach. Once a year the Long Reach sails along the south coast, takes on water at the Nhal delta, and trades at Chaiyo with the Open Gate merchants and the Boat-People. It carries silver taken on the Lanes, agave spirit and Isle pearls east, and silk, porcelain, tea and lacquer west. It is the only sea link between west and east.
- The northern and eastern coasts. Kaishoni ships move rice, salt, Shanyo tea and tuna between Chaiyo, the Tsanha mouth and the north. Hrodvald cargo ships carry furs, ivory, amber and whale oil, and in bad years grain bought on Caelvennois credit comes north in ships hired in Kaishoni ports.
| Route | Distance | Usual time |
|---|---|---|
| Tandosa to Sonvera | ~200 miles | 2–3 days |
| Tandosa to Wreckers Cove | ~260 miles | 3–4 days; a reef galley in 2 |
| Tandosa to the Coastwrights' coast | ~800 miles | 2–3 weeks north against the Pine Wind; 10 days back |
| Tandosa to Baamarsh | ~1,500 miles | 4–6 weeks; a fleet with horses, two months |
| Wreckers Cove to Chaiyo (the Long Reach) | ~3,100 miles | About three months each way; one round voyage a year |
| Chaiyo to Shanyo | ~700 miles | 2–3 weeks |
| Mouth of the Barerk to Shanyo | ~350 miles | 4–6 days by longship |
| Krasvuv down the Farvig Outflow to the sea | ~250 miles | A week down, two up; summer only |
| The Outflow's mouth to Shanyo | ~900 miles | 2–3 weeks by longship |
| Solvaine to the Drowned Gate | ~95 miles | A day |
| Solvaine to the Isle of the Accord | ~140 miles | 2 days by galley |
| Solvaine to Larvir | ~185 miles | 3 days by galley; an hour by mirror tower |
| Solvaine to the Wenvorm mouth | ~200 miles | 3 days |
| Hethlend to the Wenvorm mouth | ~260 river miles | 8–10 days down; 3 weeks towed up |
| Larvir to the Jade Gate | ~410 river miles | About two weeks down, past Cherüsh riders in 1146 |
| Jade Gate to Kokrin, Kokrin to the sea | ~240 and ~300 river miles | About 8 days each |
| Mazbaaran to Lake Shorooq | ~335 river miles | 10–12 days down |
A traveler who goes from the Llovo to Kokrin the fastest way, by sea with the Long Reach, still spends three months. Overland it takes four.
7. Sailors' Lives
A sailor earns about what a laborer ashore earns, but a sailor is fed.
Pay
| Fleet | Ordinary hand | Skilled hands and officers | How paid |
|---|---|---|---|
| Castavar | A tasmelve 1 larrama a month and rations; a ship's boy 5 jabirga | Bolt-thrower hand 30 jabirga; quartermaster 2 larrama; pilot 3; captain 8, and a share of prize money after the crown's half | In silver, late; Tandosa lives on credit between paydays |
| Caelvenne | An oarsman 1 flirone a day afloat, 5 flirones a month in winter | Marine 1½ flirones a day; steersman 2; captains buy their posts and draw no pay | Weekly, on Gresil |
| Salt Brotherhood | One share | Pilot, carpenter and healer 1¼; quartermaster 1½; captain 2 | A tenth of every prize goes first to Two-Fathom's Hold for stores and widows, and Chobecho keeps the tally |
| Kaishon | Rice and a tenth of a tsinkya a day in paper notes | Squad leaders double; officers draw salaries in silver by rank | Monthly, by the ministry |
| Hrodvald | A place on the bench and a share of cargo or plunder | The steersman 1½ shares; the owning stelest a third, and arm-rings for the brave | By weight, in hacksilver |
| Zarvand | A fire-boat hand 1 balaal a day | A siphon man 2 | On Kelong |
| The Drift | No wages | The Helm | What the town earns, the town eats |
A sailor earns about what a laborer ashore earns, but a sailor is fed. That is why the navy never lacks men in a bad year.
Ranks, Food and Discipline
Ranks at sea are jobs, and they are named in plain words. On a Castavari galleon the order runs from ship's boy to tasmelve, topman and bolt-thrower hand; then the quartermaster, who keeps the stores and the Salt-Sworn oaths, and the pilot, who keeps the course; and at the top the captain. Above the captains stand Tandosa's senior captains, and above them the king. A Berrode priest sails on every galleon and looks the other way at the right moments. On a Caelvennois galley the captain commands, a stroke-caller sets the pace from a drum, and the marines fight. On a Brotherhood ship the crew elects the captain and can unelect him. On a longship the owner commands, the steersman holds the steering oar, and every oarsman is a free warrior who chose to come. A Kaishoni junk is run as a small ministry, with written orders and a register of every bolt.
Castavari sailors eat ship's biscuit, salted sardines, chickpeas and olives, with Llovo red cut with water, and tuna on feast days. Brotherhood crews eat grouper, land-crab and whatever the last prize carried, and they drink agave spirit. Longship crews live on dried fjord cod and seal fat, Kaishoni crews on rice, Rampart soy and Shanyo tea. Caelvennois rowers sleep at home most nights. Castavari discipline is the lash and the stopped ration. Brotherhood discipline is the vote, and for a thief of shares, a waterless island and one jug. Hrodvald discipline is the owner's temper and the drolak.
Oaths and Burials
Every Tandosa sailor swears his first oath on a cup of seawater at the Salt Cup Steps, while the priest present looks the other way. Leldo the Quartermaster swears the boys each spring. Captain Tandosno was sworn at twelve, and so was Captain-Queen Vex. The Salt-Sworn, perhaps sixty thousand on the Castavari coast, the Isles and the Barerk coast, bury their dead in the sea. They believe a promise sworn on salt water and broken will be collected in a storm. The Berrode wants its dead in consecrated ground, and the navy has an old habit of reporting its drowned as buried ashore. The oars of Stormbrand longships that did not come back pave the path to Selra's door. The Drift gives its dead to the river, and Kaishon sends ashes home with a register entry.
Superstitions
- Castavar: A dolphin riding the bow-wave is a Tandosa blessing. On Seawater Row King Llelilo's refusal of water is told only as a fool's story. Two-Fathom's wooden foot was carved from the bolt that took the foot, and the joke of it is the one joke both coasts share.
- The Brotherhood: Never bring a Castavari saint's medal aboard, because the sea has no saints and takes offense. A shark that follows without striking is the Brotherhood's dead. If the reef sings, the sea has a name to collect; the Singing Reef off Wreckers Cove whistles when the wind is in the quarter that brings storms. An Isle seal at departure means a good voyage, and seals do haul out before settled weather.
- The lake: Tie a knotted cord to every bow, or the Drowned will count you as one of theirs. Nobody swims at night. Fishermen touch the Flood Stone before sailing to the Gate.
- The Drift: Never sleep with your feet toward the current. A barge that turns upstream on its own is telling you to go home.
- Hrodvald: Never count longships leaving; count them coming back. Shipwrights spit on Icebrand's Slip for luck. A raven on the masthead is Selthar listening.
- Kaishon: The Boat-People feed the Stove-Kin of the junk's stove at every meal, and the magistrates do not see it.
Beasts and birds change their ways before the weather does, so a sailor who watches gulls and seals is often right about the sky. He calls it an omen. It works because it is weather.
9. Where the Seas Are Going
CONTESTED. Aethorra's waters have been quiet for a century, measured against the Marrowmere Wars and the Salt Wars.
CONTESTED. Aethorra's waters have been quiet for a century, measured against the Marrowmere Wars and the Salt Wars. Every navy afloat now has a reason to fight within two years.
| Power on the water | Direction | Why |
|---|---|---|
| Castavar's navy | Contested | It is winning its war on the pirates and may be ordered to lose it by carrying a crusade. If the Vinvelon win, Tandosa becomes the capital of a Castavar that faces the sea. |
| The Salt Brotherhood | Rising | Vex holds the best pilots, the only sea road east and a treaty offer, and needs only a Castavar desperate enough to sign. |
| Caelvenne's lake navy | Stable, under strain | It commands the lake completely, but Caelvenne's dangers come down the Tsanha and over the Sill. |
| Kaishon's fleets | Stable | Large, disciplined and unambitious, with Open Gate officers already trading with the Brotherhood. |
| The Hrodvald longships | Contested | Selra wants raiders turned into traders and perhaps allies of Kaishon; Kruman wants raiders. The ships are the north's only wealth that floats. |
| The Barerk Whalers | Rising | They have their own Harpoon-Master and their own coast. |
| Zarvand at sea | Fading | Its fire-boats depend on naphtha it does not control and a Khaasar who is dying. |
| The Drift | Stable | The river does not care who rules its banks. |
Vex has thought about the water-peoples: the Brotherhood, the Coastwrights, the Barerk Whalers and the Chaiyo Boat-People. They are a ring of free crews around the whole continent who already trade with each other and have never met as one. The great powers still treat the sea as the edge of their maps. The people who live on it are beginning to treat it as a country.






