Sailing
Beyond Every Coast
Build a ship of your own, raise the sails, and find out what lies past the edge of the map.
The shipyard
Laid on the Slipway
Ships in Zenaria are built, not bought off a shelf. At a shipyard on the coast you lay your hull on the slipway and raise it to the blueprint you hold. Every captain starts with a cutter; bigger hulls are earned in crowns or won as blueprints.
Your ships belong to your account, like your heroes. Moor one in a far harbour and it waits there for you.
- Shipyards with slipways on the coast
- Blueprints from swift cutters to towering galleons
- Isles and coasts that only a ship can reach
The fleet
From Cutter to Galleon
Four hulls to start the age of sail, each one a step further from shore.
Cutter
Light, quick and forgiving. The first ship of every captain.
Starter shipBrig
Two masts of square sail and room in the hold for a real voyage.
2,400 crownsFrigate
Three masts and a fighting deck. Fast enough to choose its battles.
BlueprintGalleon
A floating fortress with a towering stern. The pride of any guild.
BlueprintThe open sea
A Sea That Never Sits Still
Zenaria's ocean is alive: swells roll in from the deep, break white on the reefs and run up the beaches. Shallow coves shine turquoise, the open water turns deep blue, and the light changes the sea from dawn to dusk.
Some places can only be reached by keel: isles past the horizon that no road touches, and the captains who return from them do not agree on what they saw.
How worlds are made