The waves lap at the wooden platform. The sky is clear and the air is warm, with a light breeze making flags ripple in the wind. Aaron and Ezra wake on rough boards, and a man stands off to the side.
He smiles slightly. “Well I’m certainly not keeping you here - I quite like my place without everything on fire. Too many Seekers ends… interestingly, for good or ill.”
He waves dramatically at the ships.
”You have a few options. The pontoon is your friend if you want many people, and it’s the closest you’re getting to dry land. Hard to steer, though.”
“The galley’s large, powered by rowers. Simple as it gets. Might not go as fast as some of the others, but you won’t be dependent on the whims of the weather nearly so much.”
”Sailboat’s the opposite, really - wind powered. In good weather, she’s fastest on the sea. In bad? Well.”
”Steamship. She’ll take anything that can burn as fuel, but she’s hard to upkeep. Respectably fast, and more durable, but the sea’s less fond of her, and the smoke can get uncomfortable after long. Not for me, but popular with some others I’ve met.”
”I can answer any questions you have. Well, I’ll try, anyway.”
He nods.
”Right. You’re going to need help navigating. Even without things constantly shifting, it’s difficult.”
He moves over to a table, covered in various objects.
”Simplest option is the Sea Chart. Roll it up and put it back in the tube, and it’ll…” [Insert the Navigation Aids, in the form of slow speech, minus the quests].
“Hmm. Seekers are… seeking somethin’, I suppose. Something they couldn’t find on their own world, not necessarily something that they know that they want, even. The Unstoppable Force - er, that is, the force that keeps folks from settling down in one location - will affect you more, and you’ll likely find adventures, discoveries, an’ what not. Special, maybe? Chosen? Also maybe. Frankly, I don’t know. Might be something of yourselves, might be the Ocean. Heh, maybe you’ll find out.”
He nods, and settles into a more comfortable position for some Exposition!
”Right. There are a lot of hazards and stuff out there, so I’ll just tell you of some of the weirder, or more useful, things. You’ll find crags - be careful not to scrape your ship on ‘em, but they’ll have gulls with tasty eggs and meat, if you can climb decently. Other abandoned ships can contain useful supplies, but you won’t be the only person thinking that way, so be careful. You can get gyres, where all sorts a’ debris get swirled up into a sort of raft-thing. Stuff you find probably won’t be good quality, but anything that floats can end up there, so keep an eye out. Good source of fuel, which will be good with that ship. You might come across me again, of course. I do repairs for a quite reasonable price, if I do say so myself, and I’m also up for some tea and a chat.”
“Lots of normal animals out there, but I’ll just talk about the, er, odd ‘uns. Goldfish- I know, those little orange fish, normal things - they’re magic here. Don’t know why, so don’t ask. Put them in sea water, and they’ll turn it fresh, enough for ten folks a day. Lotta folk hold ‘em sacred, say that invites the sea’s wrath to catch ‘em, but I’ve seen no real proof of that. Just something to keep in mind.”
He takes a gulp from a canteen of something at his waist, before continuing.
”Now the nasty stuff. Drakes. Shadow of one has folks runnin’ for cover. They swoop down and grab people to eat. Blood attracts them, so they’re especially bad for more violent folks, but anyone’s at risk. They ain’t picky about their food.”
”Then, the deepwater creatures. They mostly stay, well, deep, don’t come to the surface much, and thank the gods for that. They’re big, slow, and horribly dangerous. Their meat’s poisonous, too, don’t try to eat one. If you do take one down, cut open its belly - might have gold, jewels, even magic artifacts.”
He shakes his head. “Well, good luck. Right. Onto some of the other dangers.”
”Simplest, but still plenty deadly, are storms. Cyclones, typhoons, hurricanes, whatever name you like. Those sorts of things are plenty likely to kill you, don’t discount nature’s wrath.”
”You’ll find these spots of ocean, sometimes, where the ocean’s been… contaminated, maybe. Thick black flammable stuff, bad-tastin’ orange foam… stay away from that stuff, it’s bad for yer health.”
”Next things are related, I suppose. Ghosts, or two varieties. First are the ghosts of crew - of you treat your folk bad, they can come back, and sometimes they think that others are their own poor captains. They’ll make a racket, cause bad luck, mess with supplies… they’ll generally go away if you give them a good offering and some rites, though. Sometimes entire ships come back as ghosts, with literal skeletal crew. They’re always faster than a ship they’re chasing, but they melt away at dawn. Plus, they might be dead, but you can smash the skeletons just fine.”
A sort-of half grin. “Right. And now, onto the more interesting monsters: people. I’ll tell you the major groups I’m aware of - I’d be willing to write you a letter of introduction, even, which should get you on good terms to start off.”
”Buccaneers. Pirates, really, although most follow a code of sorts. If it gets broken, other’s’ll hunt you down, to keep others off their backs. The code’s simple - no scuttling a ship that can still sail, and no takin’ slaves. Most’ll accept surrender, seeing as they’re in it for the money.”
”The, ah, ‘Royal Navy’” (he puts that part in air quotes). “I suppose no matter where you are, some folks’ll don weird hats, claim they’re in charge, and tax folks ‘Peacekeeping Taxes’ in the name of the queen. A lot of people don’t like ‘em, although they do interfere if they seen anyone getting raided.”
”The Royal Navy’s best chums, the Endless Ocean Trading Company. Attack their ships and the Navy’ll come after you, ‘cause of all the friendly donations. They have a very expansive trading network, and you can get practically anything from them for a little more than a fair price.”
”The Guild of Explorers. Lots of fellow Seekers in it, they’re a bit of a laughingstock, since they’re dedicated to mapping the Endless Ocean. Still, they’ve discovered a lot of wonders, and they’re a good source of information, even if it does go out of date fast.”
”Carthago Nova, largest pontoon on the Ocean. Basically a city state, they claim the waters around them as their own, and have their own navy, merchant ships, and harbors. Can be a powerful ally or a dangerous foe.”
”The Servants of the Sea. Depending on who you ask, they’re a religion or a cult. They claim the ocean is alive, sentient, and able to communicate and potentially be influenced by humans. They’re friendly to outsiders, but I’ve never met anyone who’s left the organization, so be careful.”
"Or, before we make a decision, which one of those sounds like the safest to get involved with? Or... err, actually, do we have any chance of getting on good terms without a letter of recommendation? I want to know how much weight we need to put in the decision. Though, I vote against Buccaneers and the Servants."
"Ah, alright." Ezra flips the ship logs, still not paying a lot of attention to the individual pages. He wonders how this person got friends in so wildly different places. But again, it might just be the sort of useful sort of thing one does at the ocean. "I guess I can't convince you of the sensibility of going for Carthago Nova? We could just... make a life there or something."
"Okay, I am definitely sure that if there is a secret way home, it won't be in a large city. Unless it's hidden, I don't know, but I think we can always, like, find some riches and then settle down later. And for all we know, maybe we won't like Cathargo. We can figure that out later. And I bet we will best suited for the explorers given our talents."
He shrugs. “No, no reason to.”
He listens to Aaron’s heartbeat for a few seconds, frowns slightly, and moves on to Ezra’s. Then he stands back up.
“Well, Ezra, your blood’s delicious to the animals around here. I mean, disregardin’ their safety tasty. You’re gonna get singled out by predators, and I’d highly recommend staying out of the water.”
”Aaron. The Unstoppable Force is even worse on you than most Seekers, and that’s already pretty bad. You’ll have a constant desire to be on the move, and will only be able to stand being in the same place for half as long as most Seekers. As long as you keep moving you’ll be fine, but any crew might not be happy with the pace you set.”
He hums noncommittally, and turns around to another table.
”Right, that’s the unpleasant business out of the way, back to the journey. You can pick… hm, three of these. Normally I give two, but there are two of you on the same ship, so I’m going with an in-between option.
The twins convene among themselves, occasionally asking about a given item.
They rule the revolver right out. They are surprised about the Cool Shades and privately wonder how hard it is to reinvent sunglasses. Wooden Crane... sounds useful if they want to make salvage their goal, but they don't want to commit to it just yet...
They can heal themselves and avoid diseases that way. Supposedly, there might be magical diseases, but then would the vaccines even work on those? If their own twin-healing doesn't work, then it's unlikely for vaccines to be any better. So they pass.
They talk some more. Some of these items are so mundane that it's hard to get a good sense. Normally people shouldn't drink ocean water but, again, twin-healing can help with that.
After much more hushed talking. They decide on the Hygiene Unit, the Galvanic Anodes and the Sound Mapper as the best balance between useful, uniqueness and Ezra wanting to cling to some aspect of civilization.
Very nice of them! Unfortunately, this author knows very little about ships, but be assured it is a very average steamship!
They move back to the platform.
”Right. Those items work off good scientific-ish principles, even if they might seen magic. These are just magic. You can each take one. May they serve you well.”
“Alright, you’ve got a ship and some bits ‘n bobs, but I’d feel better if you had something to protect yourself with. Each of you, choose a weapon. There are plenty of dangers out there.”
"You could pretend to be less impulsive than a six-year-old," Ezra says. He looks at the options and tries for balance. "Okay, I would normally want more range, but I don't find the harpoon and the whip that reliable, and I figure the wrench is the best for me? Or at least I rather also be able to use it to repair things."
He lifts the wrench with more easy than his frame would imply. He is not skinny, but he is not exactly very built. Still, he manages a solid grip with the weapon while carefully swinging it around for practice.
“Solid choices. I hope they’ll serve you well.”
”Right. Plenty of folk will jump at the chance to be on a Seeker’s ship - but that doesn’t mean they won’t leave, if you don’t treat them well, mind. And they will expect opportunities. Here are the general groups here that I know are looking for an opportunity.”
"I was thinking that we could go with Seafarers. They plus the Soldiers should amount to having Sailors, or close enough." Aaron turns the Harbormaster. They discuss a bit more before deciding. "Does Seafarers, Soldiers and Craftsmen sound like a well-rounded crew to you?"