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Sea passage and crossings
Interact with a friendly moored ship at a port to book passage to a known port. The captain sails the route. Leaving early ends the passage. Fares depend on distance and are paid on departure.
An Overworld route can launch your own boat, cross the water and land it. Crewed ships remain moored afterward; packable boats return to your inventory. Hostile ships interrupt the crossing.
Sources (14)
- src/systems/comeSailAway/
- src/systems/helmWay.js
- src/scenes/comeSailAway/
- src/systems/boatCabinOwnership.js
- src/ui/enhanced/enhancedHelm.js
- vendor/come-sail-away/
- bible/03-World/Come-Sail-Away.md
- bible/03-World/Sea-Update.md
- src/systems/naval/passage.js
- src/scenes/naval/passageHost.js
- src/systems/seaHelm.js
- bible/03-World/Passage.md
- bible/06-Systems/Travel-View.md
- Cargo load and sailing rules