When she gives we celebrate, and when she takes we beg forgiveness.
But we never disparage her claims, for when she gives her gift, we gain life.
When she takes from us, we know we have mistreated her.
When we sail the open sea, we are in her embrace alone,
And we long for her to rock us to sleep
Instead of breaking our bodies against the rocks
Or taking our breath to the cold depths.
Gathered, we ask the sea to take our brother into her bosom
As she has taken his life from us.
May he be blessed, and the sea as well.
—Common passage from a sailor's funeral
Two days ago you mutintied on the Man's Promise slaying "Captain" Plugg and Master Scourge, who in turn had really stolen the ship from Captain Harrigan. You've gained your freedom from under the cat o'nine of Scourge and Plugg, but you are now the proud owners of Captain Harrigan's stolen ship.
Your first order of business after getting away from Bonewrack Isle is to 'squib' the Man's Promise turning her into a new ship, for all intents and purposes. Most ships that sail the Inner Sea region, such as the Man's Promise, were crafted by hand in shipyards throughout Avistan and Garund. Though ships of the same type are similar in attributes and size, they each have their own look and lines, which the practiced eye of an experienced sailor can recognize in the dark by the silhouette alone. Successfully stealing a ship and hiding it from its owners requires more than a name change and a new coat of paint—there must be a complete rebuild of the superstructures and rigging in order to change the way it looks. Such an overhaul is superficial in nature and changes none of a ship's characteristics, but it does give a ship a different appearance and lines so that even someone familiar with the original ship can only determine the falsehood after several minutes of careful study.
Changing the identity of a ship in such a way is not cheap and must be done in secret or word would quickly get out of the ship's new identity. Powerful Free Captains with their own home ports are able to do such modifications in their own private shipyards and dry docks, and captains with access to skilled carpenters and shipwrights among their crews often make such changes far out at sea away from the shipping lanes or while beached on some distant shore. But not everyone has access to those sorts of resources. As a result, a side industry of sorts has grown into existence at remote locations throughout the Shackles and just beyond its borders, where captains can find discreet craftspeople willing to do the work quickly and with the promise of silence for the right price.
So, you've set course for a place known as Rickety's Squibs. A secluded dry dock where you might just be able to get your ship "Squibbed" so it can truly be yours. Kroop knows the place, or knows of it, and with what other information you've been able to scrap together from your own sea knowledge and from the crew like from Rosie and Sandara you are sailing along the Slithering Coast east. The last few days you've had a bearing of north by northeast traveling with the coast along your port side (north)