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The Corsair Reaches

Voyages

Voyaging happens on an ocean of its own: the Corsair Reaches, a sea chart you open from World, then Sea. It isn’t on the mainland map. The only way in is the guild’s own ship, out of Saltmarrow harbour.

The sea chart of the Corsair Reaches: the mainland's coast down the west edge, then open sea scattered with islands, darkening eastward into the Maw.
Saltmarrow harbourPortSea dungeonRaidContested island

The chart as the game paints it, with its ports, sea dungeons, raid and contested islands. Not every island is on it: some are only found by sailing. Looking for the ferries to the islands off the mainland?

Three waters

Calm to the west, the Maw to the east

The further out, the rougher the crews and the richer the hold.

Saltmarrow Shallows

Low danger

Warm reefs and smugglers’ coves. The Navy keeps the worst away.

Blackwake Strait

Medium danger

Fog banks and wrecks, and Rumhollow, the pirates’ own port.

The Maw

High danger

A storm belt round a drowned volcano. Frigates, monsters and islands worth fighting over.

Under sail

How a voyage goes

Charts

A chart is a route you keep between two named places. Buy them at the harbour or in port, find them as booty, trade hermits for them or earn them from contracts, then chain them into longer voyages.

Supplies up front

Food, rum, shot and planks for the days at sea and the danger of the waters, bought before she sails. Auto-buy fills the hold from the warehouse first. No ship sails short.

Sail on, day by day

A voyage plays leg by leg, like a dungeon: one Sail on plays the day out to the next stop, call or nightfall. Storms, flotsam, calms, mutinies and wrecks turn up on the way, and the guild’s days at home go on without you.

Fog to clear

The ocean starts under fog. Sailing clears it, and all of it can be cleared: the whole chart can be charted, waters by waters.

Ships sighted

Sea fights

A sail on the horizon is a choice: engage, board her, evade, or pay tribute. The odds are shown before you pick.
A sea fight in the Corsair Reaches: the guild's sloop trades broadsides with a cutthroat sloop.
In the game: a sloop out of Saltmarrow meets a cutthroat sloop.
Landfall

Ashore and in the Maw

Island stops

Every anchorage has something ashore: foraging, springs, lookouts, wrecks, hermits, errands, and taverns to recruit in.

Ports

In port there’s a market, a chartmaker for the routes onward, and a contracts office with deliveries to make.

Contested islands

Islands in the Maw that guilds fight over on a calendar, held and taxed until someone takes them back.

The Kraken

Storms in the Maw can finish a holed ship, and a guild that keeps winning there wakes the Kraken.

The fleet

Ships and crews

6 ship classes

SloopSchoonerBrigGalleonFrigateMan-o’-war

Each with upgrade tracks at the shipwright, and the guild’s own flag, paint and sails.

Station skills

Guildmates crew the stations aboard and get better at each one by working it. Auto-fill puts the best hand at every station.

Charting the ocean

A completion meter for each of the waters, with milestones on the way: a title, a flag, a fitting of its own.