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  1. Oyster Pearl(In Beta 1.5)
  2. Lore

Vessel Name: SHELLWARD

Vessel Name: SHELLWARD (dock-name: “Broly’s Turtle”)
Class: Chelonid Battle-Caravel (Land/Sea/Submersible Hybrid)
Owner / Commander: Broly Hastings (Harlet Sixty)
Status: Active — 700,000 coin build verified by Highport Ledger invoices
Primary Purpose: Armored escort, breach denial, extraction platform, mobile siege point

“It doesn’t sail—it arrives. Like a fortress that learned the tides.”
—Highport pilot, after watching it turn inside its own wake


I. SILHOUETTE & IDENTITY

At distance, Shellward reads as a turtle-shaped caravel—a low, wide-backed hull with an arched “shell” superstructure and a blunt prow that resembles a forward-reaching turtle head. Up close, the illusion becomes doctrine:

  • The “shell” is not decoration. It is the ship’s primary armor geometry.

  • The “head” is not a figurehead. It is the ship’s single massive cannon housing.


II. SHELL CONSTRUCTION

Shell Material: Titanium lamination + pearl-dust composite over reinforced heartwood ribs.
Finish: Grey-white, matte, with a faint shimmer where pearl dust is densest.
Durability Note: The armor is expensive because it’s layered wrong on purpose—built to flex under impact and distribute force instead of cracking like a proud plate.

Key Benefits

  • Shrugs off normal cannon scatter and reef-collision shear.

  • Dampens resonance shock better than standard metal skins.

  • Keeps integrity during rapid-turn maneuvers (its defining trait).

Key Weakness

  • Maintenance is not “patch and pray.” It requires dust re-sealing and seam listening or the shell develops “dead spots” that ring like a bell when struck.


III. TRI-MODE LOCOMOTION

A) Sea Mode (Primary)

  • Hull sits low and stable, built to turn fast instead of running straight.

  • Rudder system is oversized and reinforced; the ship can pivot tighter than most vessels in its weight class.

B) Dive Mode (Secondary)

  • Full submersion enabled by sealed shell ports, ballast channels, and pressure-rated ribs.

  • The caravel “tucks” itself before diving—outer openings close, internal vents shift, and the ship becomes a blunt, dense shape meant to sink controlled, not glide delicate.

C) Land Mode (Tertiary)

  • Ventral chassis uses heavy skid runners and retractable traction assemblies (dock crews call them “belly wheels”).

  • It does not move like a wagon. It moves like a creature dragging a fortress, slow-to-start but unstoppable once momentum holds.

  • Best use: short overland cuts, beach landings, cliffside portage, city-street intimidation.

“You hear it on stone before you see it—like a mountain learning footsteps.”


IV. PRIMARY ARMAMENT — THE TURTLE HEAD CANNON

Designation: The Chelonid Maw (common: “Headgun”)
Configuration: One forward-mounted super-cannon, housed in the prow “head.”

Doctrine: Shellward is not a broadside ship. It is a point-and-end ship.

  • It turns fast to line the Maw.

  • It commits to a single, decisive shot.

  • It survives long enough to line the next one.

Operational Note: The Maw’s recoil is controlled through shell geometry and internal bracing; when it fires, the ship “hunks” like a creature biting.


V. INTERNAL ORIENTATION — “LEVEL-LOCK” DECKING

Because Shellward rotates hard in turns (and may rotate in dive transitions), the interior is built around a level-locked deck ring—a stabilized central corridor system that keeps the crew functioning even when the hull is doing something rude.

  • Mess and bunks cling to the stabilized spine.

  • Cargo holds are partitioned to prevent shift-inversion.

  • Medical bay is anchored near centerline where motion is least violent.


VI. LAIR ACTION SUITE (SHIP-BOUND TACTICS)

These are logged as “lair actions” because the vessel behaves like a moving fortress-beast once engaged.

1) SHELL UP — CARAPACE SEAL

The ship retracts exposed fittings, locks shell plates, and clamps ports shut.
Effect: The shell can withstand up to 200 damage before failing (treat as a hardened damage buffer).
Tradeoff: Movement and firing arcs are restricted while sealed.

“When it shells up, you’re not fighting a ship. You’re arguing with a bunker.”

2) SNAPTURN — TURTLE WHIP

A sudden pivot that drags the stern around and lines the Maw.
Effect: Rapid reposition; can break enemy firing solutions and force missed volleys.
Tradeoff: Stresses bracing; repeated use without maintenance risks seam-whine.

3) BOTTOM-BITE DIVE

Emergency ballast drop and port seal—Shellward “bites down” into the sea.
Effect: Instant dive transition to dodge cannon fire / boarding hooks.
Tradeoff: Crew must brace; loose cargo becomes lethal if stowed wrong.

4) LAND-SKID BULLRUSH

Engages ventral traction assemblies and uses momentum like a battering shove.
Effect: Overrun barricades, push smaller craft on beaches, destabilize dock lines.
Tradeoff: Loud, slow to stop, and leaves an obvious track.

5) CARAPACE WAKE

A turbulence-shedding maneuver—turning hard to throw broken water behind it.
Effect: Hinders pursuers, fouls grapnels/boarding lines, disrupts small skiffs.
Tradeoff: Burns stamina and stresses the rudder assemblies.


VII. CREW REQUIREMENTS & LIMITATIONS

Required discipline: High. Shellward rewards calm, punishes panic.
Best crew types: bracers, riggers, seal-checkers, ballast hands, and a helmsman who understands momentum like a language.

Limitations

  • Not a stealth vessel. It is a statement.

  • Repairs are expensive and specialized.

  • The Maw is devastating, but singular—if enemies swarm from multiple angles, Shellward must turn faster than they can surround.


VIII. REPUTATION TAG

Classification: Legendary utility-siege hybrid
What sailors say:

  • “If you can’t outrun it, outthink it.”

  • “If it shells up, stop wasting shot.”

  • “If the turtle turns to face you… you’re already late.”