Crew, Fleet & Legacy

Who sails with you, and what you leave behind

A minimum crew to work the ship at all, officers with their own loyalty, and a name that outlives you.

Crew, Fleet & Legacy

Who sails with you, and what you leave behind

  • Crew and survival

    100%

    A minimum crew to work the ship at all. Water that kills in three days and food in three weeks. Morale that turns into desertion in port, and mutiny that can cost you a ship — one you can hunt down and take back.

  • Mates

    100%

    Named officers with the same six skills you have, who grow alongside you and lift the ship only while stationed aboard. They have loyalty, they can be bought, and below a threshold they walk — sometimes with a ship.

  • Six skills and the Captain's Chronicle

    80%

    Trade, Carpentry, Discipline, Survivalism, Exploration and Infamy — each earned by doing the thing, each with a tree of three branches and a lifetime budget that forces real choices. No respec. Six trees are live.

    Remaining: the Battle tree ships with combat.

  • Your fleet

    80%

    Buy hulls, put mates in command, give orders — follow, hold, sail to. Stances and engagement filters are in.

    Remaining: their fighting waits on combat.

  • Nations and allegiance

    90%

    Seven crowns own the ports. Pledge yourself at creation, invest at a town hall to flip a port's allegiance, re-pledge at a palace.

    Remaining: only Portugal has a written campaign — the other crowns are visible and locked as "coming soon".

  • Campaign

    60%

    The Portuguese line: an audience with the King, six parallel story arcs gated behind different skills, and per-nation standing that moves with what you do. The exploration arc is the one that carries you south to Australia — a continent this century hasn't charted.

    Remaining: the other crowns, and the arcs that need combat.

  • Dynasty

    90%

    Court by gift, marry, raise children who serve aboard as your officers, and on your death hand the ship to an heir who keeps the heirlooms and the skills they actually earned at sea.

  • Rescue and passengers

    100%

    Pull castaways aboard; they eat your stores and die if the casks run dry, and the Crown pays per man landed alive.

  • Sea-stories and epithets

    100%

    Nine earned, permanent traits with small perks, and the dockside titles that come with them.

  • Exploration

    100%

    Your Exploration level is half ports found and half fog burned off the open water. Nothing is handed to you — and because the world is the real Earth, a coastline you half-remember is a coastline you can actually use.

  • Treasure hunts

    100%

    Map pieces bought as riddles, dug up by camping ashore where you think the answer is. No waypoint markers.

  • Curiosities and the grey lady

    100%

    Twenty-four collectible valuables, four of them one-of-a-kind, worth little where they were made and dear far from home. A stranger at one port per game runs a hidden ten-errand line for a set of usable curios.

Isaac Rourke
Placeholder — final art pending.

Your First Mate

Isaac Rourke

Rourke is the mate who guides you — the voice at your shoulder while you work out what the ship and the sea want from you.

Before you leave any port he gives you the briefing on the ship's state, so you sail knowing what you're short of. Like every mate he carries the same six skills you do, grows alongside you, and lifts the ship only while he's stationed aboard.

Mates have loyalty, and it isn't unconditional. Let it fall far enough and a mate walks — sometimes with one of your ships.

Join the Crew

Come aboard

The Discord is where the work happens in the open — build progress, screenshots, the things that broke, and the first call when there's something worth sailing. Come and say hello.

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