Sea Trade Routes
What players would know
The sea is not a road. With three moons tugging at the world, tides argue with each other, currents migrate, and whole stretches of water become treacherous without warning. “Normal shipping” exists only as a story told by people who want investors.
Real routes are conditional: a certain moonrise, a certain season, a certain captain who survived it and hasn’t gone soft in the head. Merchants pay for tide-readers, priest-navigators, armed convoys, and insurance scribes who write contracts like prayers. Lose a route, and ports starve; hold one, and everyone suddenly has an opinion about your morals.
Common rumors
- The safest lane this year won’t be the safest lane next year—don’t trust old charts.
- Some captains swear the sea recognizes ships that have spilled refined magic.