The staithe teaches the hull. The water asks whether you listened. A wind that will not let you point where you mean to, a current that sets you off your track whether you allow for it or not, and the light going. Fetch the mark before it does.
The law of the staithe. A crossing yields rating and access only — never Marks, never coin, never a mercy, never a discount, never a price. Marks are won with steel in hand, in the field, and nowhere else.
You hold the rating of Landsman — 0 waters answered at the staithe. Isles fetched: 1 of 5.
The chart
The Gull Roost
A stack of white rock two leagues off, with a beacon on it and nothing else.
The nearest water. A beam reach in a steady wind — the crossing a deckhand is trusted with.
The staithe wants 2 more waters answered before it will let a hull off the beach for this crossing.
Thole Isle
A long low island of turf and sheep, with a boat-shed and a shipwright who does not like company.
The boat-shed. The shipwright will speak to you about frames, and the isle stands as your first true landfall.
You have not yet fetched The Gull Roost. The archipelago is walked outward, isle by isle.
Hafnsgard
A drowned harbour under a headland, its moles still standing, its town long gone under.
The drowned harbour. Hard water and a hard shore — reaching it names you fit to navigate.
You have not yet fetched Thole Isle. The archipelago is walked outward, isle by isle.
Grimsey of the Stones
The far isle. Black stone, a ring of standing markers, and a forge nobody has lit in a hundred years.
The far forge and the ring of stones. The deepest standing the staithe can give, and the sea has no further to take you.
You have not yet fetched Hafnsgard. The archipelago is walked outward, isle by isle.