Kraseawei: he knows she’s a pirate because he knows about every type of enemy’s and things like that. Is a little bit wary of her but doesn’t know if she’s got a bounty on her head and will probably take her in if she does but it’s a small possibility that he won’t if he develops a closer friendship.doesn’t know if she escaped prison or got released because he knows what the tattoos mean.Overall nit sure what to think of her.
Not tattoos - she was branded with a hot iron, which formed a scar - raised white flesh that never tans.
While aboard the ship, I imagine he'd be mostly helping the quartermaster, as he has experience with organization and logistics from his upbringing, in addition to the fifty-five pounds of steel he seemingly always wears not lending itself towards climbing around the rigging.
Quartermasters on ships assist the navigator, they have the charts and the instruments, including clocks if they have one. They'll probably direct you to the ship master, who's in charge of cargo, or even the captain.
Don't all good stories start with the characters hating each other a little bit? Regardless, early in the trip is when most minor slights like rude comments would be made and that would be Druuk at his most level headed. He understands he has to share a space with these people for a few weeks. Towards the end of the trip though maybe he just fights some nobody NPC after they bump into each other.
You could always try for some friendly wrestling with another member of the crew. Perhaps there's other half-orcs aboard, perhaps one of the mates.
@Expendable Your call, friend!
Assuming this is acceptable to you, on the main deck there are two doors on the port (left) and starboard (right) side under the quarterdeck that leads to the cabins, the passageway forming a large U.
The aft (rear) cabin that spans port and starboard belongs to the captain and his family (yes, this is a family ship), with passenger and officer cabins on the outer sides along the passageway. Overhead in the passageway there are glass deck prisms shaped like large diamonds that lets in light from the quarterdeck above, there will be lanterns at night.
The center compartment (in the middle of the U) is the wardroom, this is where you'll get your meals and may spend much of your spare time. It has a large center table with a skylight overhead to let in the light (and yes, the captain's wife will talk at length at how expensive that was to get.) Bureaus and cabinets line the walls, there's even a small shelf with books and a few game sets. Those who want to sharpen their blades should do so on the main deck.
The front of the room contains the pantry (kitchen) where the captain's wife prepares the meals. It also holds a keg or two, and a few bottles of wine. There is often a basket of apples and a jug of water out between meals, sitting in a hole in the top of the counter.
There is a separate galley for the crew on the lower deck.
Passenger cabins fit four, with bunkbeds mounted on the left and right that fold up during the day to create additional room. There are chains top and bottom that angle out of the wall to support them. This has a straw-tick mattress with fresh straw (it make poke for the first few nights), sheets, pillow, and a wool blanket. There is a night jar in a curtained alcove facing the cabin door, be aware it will stink up the room if used. It's best to use the head unless rough weather, as it's benches on either side of the bow so everything just falls into the ocean below.
At the head end of each pair of bunks is a double-door cabinet to hold the passenger's gear - those without locks can rent one from the captain's wife at a silver for a fortnight's rental.
The captain has two daughters and a son, Kraseawei will be sharing her compartment with them, the son sleeps in the foc's'le with the crew.