Saltblood
The sea remembers.
A naval MMO that runs in a browser tab. Click the water to sail. Click a ship and your broadsides fire on their own whenever she’s in their arc. The captains out there have tempers, and the named ones grow bolder with every captain they sink.
No download, no email. Guests sail straight away.
Chart of Gullhaven Shallows
Four kilometres of reef and rock around the harbor where every captain starts.
The chart is wider than your screen. Drag it sideways.
Gullhaven is sanctuary. Nobody fights inside the harbor ring, and if you sink you’re towed back to the dock with thirty percent of your hull. The practice hulks anchored to the north won’t shoot back, so put your first broadsides into them.
Past them the water gets less polite: raiders in ones and twos, long-gunners off the western rocks, and an Admiralty patrol that hunts the Red Tide and leaves you alone.
- Harbor
- Gullhaven. Shipwright, gunsmith, chandler, tavern and harbormaster.
- Waters
- 4,096 metres square. Nineteen islands and five reefs.
- Reefs
- A Skiff rides over them untouched. Anything with more keel loses forty hull a second dragging across.
- Lanes
- Free Folk traders run three lanes out of the harbor. Raiding them makes the navy angry.
The sea remembers
Some captains have names. Those ones keep score.
Most hulls off Gullhaven are crews without names: a Red Tide raider, a Free Folk trader running salt. One raider in eight sails under a named captain, with a rank, an epithet, two extra levels and a steadier hand on the guns.
Examine a ship before you engage and her temper is written plainly. Looks reckless. A wary captain. Too proud to strike colors. Believe it.
- Ranks
- Red Tide: Reaver, Dread Captain, Tide Lord. The Admiralty: Mate up to Admiral.
- When they win
- They gain a level, and you hear about it: “…grows bolder. The sea remembers.”
- When you win
- Three times the gold of a nameless crew. Break their morale and they strike; plunder them or let them go.
Plainly: in this build a named captain remembers only the level they took from you, and only until someone sinks them or the world restarts. Grudges that follow you between sessions, revenge fleets and logbook pages are next on the slip.
How a fight goes
You handle the ship. The gun crews fire when she’s in their arc.
Bring the guns to bear
Each broadside covers a hundred degrees, from 40° to 140° off the bow. Nothing fires dead ahead but the chasers, and a Skiff has none. Fights are won at the helm.
Rake her stern
Shot that lands within 35° of her stern does +35%. Through the bow, +15%. Good captains fight for the stern, and so do the better ones in the Red Tide.
Choose the shot
Round shot smashes hulls. Chain shreds sails and slows a runner. Grape clears a deck before a boarding. A new Skiff carries 600 round, 80 chain and 80 grape.
Take the surrender
Break a crew’s nerve and they strike their colors. Then it’s your call: plunder the hold, or let them sail.
The Saltreach
Seven waters. One is charted so far.
Two hundred years ago the Sundering drowned a continent. Its mountaintops are the islands you sail between, and its old kingdoms are wrecks on the seabed. Gullhaven Shallows is open now. The rest of the Saltreach is still on the chart table.
Gullhaven Shallows
Levels 1–15 · SanctuaryBright reefs, the starter harbor, Free Folk traders, and Red Tide raiders who mostly lose.
ChartedBrinemarch Coast
Levels 10–30 · SanctuaryMerchant lanes, Gilded Company convoys and the first navy patrols. Saltmere and its Exchange.
UnchartedCinderreef Isles
Levels 25–45 · ContestedVolcanic islands under ash fog. Smugglers out of Emberwick, Red Tide strongholds, the first fort.
UnchartedThe Mistveil
Levels 40–60 · ContestedFog that never lifts. On bad nights the Drowned crew ships that sank long ago.
UnchartedIroncrown Waters
Levels 50–75 · ContestedVarnhold, the Admiralty’s fortress port. Heavy navy and whole armadas.
UnchartedThe Lawless Reaches
Levels 30 and up · LawlessNo guards at Gallows Rock. Open fighting and the best plunder, with the risk to match.
UnchartedThe Maw
Levels 75–99 · ContestedAn abyssal trench. Leviathans, and the ambergris they leave on the water.
Uncharted
Standing orders
What the harbormaster tells every new captain.
You start in Gullhaven with a Skiff, a thousand gold and six hundred round shot. Sail north out of the harbor ring, find the practice hulks, and learn your arcs on something that can’t shoot back.
- ClickClick the water to set a course. Shift-click adds a waypoint.
- ClickClick a ship to take aim. Loaded guns fire on their own when she’s in their arc.
- WSTrim the sails: anchored, battle sail, full sail.
- ADSteer by hand for as long as you hold the key.
- 123Choose the shot: round for hulls, chain for sails, grape for crews.
- SpaceFire now, whatever’s loaded and bearing.
- QEmergency repairs: twelve percent of your hull back over six seconds.
- TabNext hostile in sight. Esc lowers your aim.
Press H at sea for the full card.
Muster roll
The five captains with the most experience at sea. Guests aren’t entered.
| Rank | Captain | Total XP |
|---|---|---|
| 1 | cainssh | 1,822 |
| 2 | Sno | 1,407 |
Gullhaven harbor is open.
Your Skiff is tied up at the dock with six hundred round shot aboard.