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Ferries

The sea is most of the map, and the lines are how it becomes a place instead of a wall.

The sea is most of the map, and the lines are how it becomes a place instead of a wall.

FIVE LINES run on their own timers, and a voyage is deliberately slow and legible: you board at a port, the vessel makes way on its own, and the journey is a real interval you can feel and plan around. schedule at any harbour reads the board; hire takes passage. Aboard, lookout shows the sea and coast around the ship and where you are, compass gives heading, speed, next port and time remaining, voyage the line, its ports and where you sit on the run.

THE LINES. The STRAIT RUN, Eastwatch Quay to Karan Wharf, the busiest water in the world (25 gold). The SUNDER CROSSING, Eastwatch Quay to Greyhythe (8). The SOUTH PASSAGE, Sereth Landing to Sunhaven to Cinderwatch (20). The INNER RUN, Karan Reach to Sereth Landing to Sunhaven (45). The NORTH LINE, Karan Wharf to Karan Reach to Hafgrim (60), the ice run's berth. Three continents are a fare away from Sunhaven's quay, which is why the southern kingdom suits travellers.

SMALL WATER. Kelda hires canoes for the Crack and Hrimheim's interior, water no hull can work; hire at the boat-keeper and hire return to give it back. Ships you own are another matter entirely (help ships).

See also: help travel, help ships, help settlements.

Syntax

schedule
hire
hire return
lookout
compass
voyage

Examples

schedule
hire

Generated from the game, 15 August 2026.