THE NAVIGATOR'S GUILD
Pah! The Navigator’s Guild? Hear them talk, you’d think they’re the only ones who can chart a bloody map. There’s plenty of misguided folk who actually buy into that crap, too; I don’t doubt many a halfway-competent Spyglass takes coin from such hires. Of course, most of ‘em earn a pretty penny from less reputable activities, to boot.
The buccaneers are the worst of ’em. Oh, they claim to be adventurers, noble heroes charting new seas out on the frontier—but that lie smells worse than the otter’s arse. They’re nothing more than smugglers, for my money. Windfinder isn’t the worst by far, but she’s infamous enough—her and her ship, the Freebooter’s Bounty. Her ilk came about once the Pirate King left the seas, but rumour is the Navigator’s Guild have been forced to rethink their options now a new tyrant has risen. They’ve no stomach for a fight, the cowards.
The sooner this arrangement runs its course, the better. I don’t trust Windfinder, or her blasted crew. I’d like nothing better than to introduce most of ’em to the captain’s daughter, see that wipe the grin from their smug faces.
—Corsair, Fisherman’s Guild Team Captain
History of the
The Navigators are a Minor Guild tied to the Fishermen by oaths and pirate gold. As a Minor Guild, some of their players can crossover and play for the Fishermen too. Their playstyle is close to their parent guild, with a strong focus on speed, manoeuvrability and goal scoring threat. They can nip around and create incredible goalscoring threats, but their players can’t take many hits in return, so their strength has to be carefully husbanded till the time is right.
The Navigators, uniquely, get to reroll the dice when they make an attack or kick, meaning they are one of the most reliable Guilds in the whole game to play. Even their worst player is much more reliable handling the ball than most players from other guilds, and they can almost guarantee getting at least a couple of hits when they attack. They excel in the early game when they can blow past the opposing team like a typhoon, but their poorer defensive abilities make them fragile in the late game.
The Navigators raw pace is exceptional, they’re in the running for the fastest Guild in the game. In addition, they have a slightly higher capability for damage than the Fishermen, allowing them more of an option for doing damage. The trade off is that while they can hit their opponents with more skill, they lack many of the Fishermen’s defensive abilities, meaning their ship can sink quickly if the helm isn’t handled carefully.
The Navigators are a Guild for coaches who like speed, aggressive play, and extremely reliable attacking options.