there is actually a lot of lore in this book from all over the places that have a coast with the Sea of claws, so I'm not going to go over everything for every place.
but....
Baron Henryk's College:
Established in 1947 IC, Marienburg's premier institution of learning is one of the most renowned centres of education in the Old World. Located in a former palace in the Tempelwijk district, the College's musty halls are always bustling with academics, students, and their longsuffering servants.
The surrounding streets and plazas hold tea-houses, inns, taverns, and boarding houses, where wealthy young students and scholars can be found debating esoteric topics, getting drunk, or drunkenly debating esoteric topics. Study at Baron Henryk's is open to anyone who can afford the fees.
In addition to the standard three-year curriculum required to earn one's Magister Philosophiae Naturalis, the College also engages in advanced studies in medicine, law, and 'economicks' (a new science promoted by the Temple of Haendryk). However it is in the study of navigation and cartography that Baron Henryk's truly excels. In addition to teaching practical navigation skills, the College has sponsored many expeditions to distant lands, and the Cartography Department now has one of the greatest map collections in the Old World.
The College is also known for its 'Department of the Maritime Arts Magical'. Rumoured to have existed in some form before Teclis brought the gift of magic to the Empire, officially it was created in 2310 IC, as an 'adjunct campus' of the Altdorf Colleges of Magic.
Though Marienburg is now independent, the Department is still technically under the purview of the Altdorf Colleges. Students from Altdorf sometimes take a semester in Marienburg to study maritime magics, and students from Baron Henryk's often travel to Altdorf to finish their studies. Though lacking the breadth of magical knowledge found in Altdorf 's Colleges or Middenheim's Guild of Wizards, Baron Henryk's provides instruction in sea magics unknown elsewhere in the Old World.
Sea Magics (I removed the mechanic for copyright safety. cant use what I write to play the game.)
The Department of the Maritime Arts Magical warns apprentices that the Winds of Magic gather and flow in strange ways on the seas. Some Winds are harder to control, while others flow in overwhelming surges. Baron Henryk's is also known to teach spells particularly suited to life at sea not widely known beyond Marienburg.
Lore of Beasts: Ghur sinks below the waves, where it sits amongst the great beasts of the abyss. Amber wizards can draw upon this power, but it doesn't like to be disturbed, and may lash out.
Lore of Fire: Aqshy is hard to summon at sea. However, if a ship is on fire, what Aqshy there is in the environment floods towards it. This may explain why Bright Wizards have a terrible reputation amongst mariners.
Lore of Heavens: During stormy weather Azyr crashes down from the skies, and almost seems to want to be directed by a wizard's will. When the seas are calm, however, Azyr stubbornly refuses to be called, fighting any efforts to bend it into a spell.
Lore of Life: Ghyran saturates the seas, granting a Jade Wizard easy power. However, Ghyran ebbs and flows, and a wizard can lose control in an instant.
Spells:
Lore of Life The Druids of the Jade School may seem out of place aboard ship, but their presence is much welcomed by savvy captains. Ghyran flows through the seas, making a Jade Wizard a valuable addition to any crew.
Living Mire: CN: 8
Facing a ship at sea, you produce a stream of seaweed. The slimy algae surrounds the vessel, which becomes enmeshed.
Water Water Everywhere CN: 6
You gather Ghyran from the sea, taking small amounts of water with it. Cleansed of impurities, this water flows to the ship's stores, replenishing any empty barrels of water.
Whirlpool CN: 6+ (the more you over cast it, the bigger it gets, up to a whats described as 'The Maelstrom')
You pull on the Ghyran surrounding the target area, moving it around and around. The water starts to churn, and a whirlpool forms in the target area. The spell creates an area of Gentle Rotation, but overcasting can be spent on making the whirlpool larger as per the Overcasting rules.
Lore of Heavens
Celestial Wizards often seem aloof and bookish to the crew of a ship, but some have come to love life at sea. On the open ocean an Astromancer can commune with Azyr in ways unheard of on land. They often climb to the crow's nest to contemplate their arts, tracing the twists and turns of the Blue Wind with their fingers.
Blessings of Bel Shanaar CN: 2
This spell must be cast while on a journey with a set destination, the location of which is known to the caster. Closing your eyes, you focus your Second Sight on the heavens, tracing Azyr's path as it crackles across the sky, seeming to jump from star to star. For an instant a bolt of Azyr connects you to your destination, leaving a shimmering blue afterimage in your vision.
Niezlib's Optimal Firing Solution CN: 6
This spell is a variation of one created by Lord Astromancer Wilfried-Gotthelm Niezlib, who sought to use it to prove his theories about the movement of celestial objects. He later realised it had more practical applications, and modified it to determine the exact moment a ship should fire a broadside. The caster can calculate the roll of the ship, distance to the target, weight of the cannonballs, and the power of each shot.
Sea of Glass CN: 10
You call on everyone on your vessel to be quiet, then close your eyes. An eerie silence envelops first your ship, then the surrounding sea. The sails go slack and the waves calm.