Sailing a ship

Taking the helm, setting the sail, steering by the wind, and what happens when you run aground.

KeysFWSADSpace

At the helm

Walk to the helm (a Cog steers by the oar over its stern, a Sloop by the tiller over its stern rail, a Carrack or a Caravel by the wheel) and the prompt offers it. One person steers at a time; anyone else aboard rides along.

F
Take the helm, or let go of it.
W
More sail, one step per press: backing, furled, half, full.
S
Less sail, one step per press. Backing the sail moves you slowly astern.
A D
Hold the rudder over. A ship turns only while it is moving.
Space
Trireme, at full stroke: sprint (the ramming run).

The wind

The wind slowly changes direction over the day, and every ship feels the same wind. A sail gives between 40% and 100% of the ship's speed depending on where the wind comes from: best with it across or behind you, worst heading straight into it. The helm line under your HUD shows the point of sail and the share you are getting. There is no tacking to learn: you can always make way, just slower upwind. A trireme is rowed: its stroke setting is not a sail, and it ignores the wind entirely.

ShipTop speedBerth
Cog7 m/s (more than three times a swimmer's pace)Any pier
Sloop8.5 m/s, and the quickest to turnAny pier
Carrack8 m/s, slower to turn and to gather wayA Shipyard
Caravel8.5 m/s, but slow to turn and to gather wayA Shipyard
Trireme7.5 m/s rowed in any wind; a short sprint to 11 m/sA Shipyard

Shallows, shores and bridges

Each ship draws its own depth of water. In the shallows the keel drags and the ship slows; drive the bow hard aground and it will only back off into deeper water. A ship cannot go on land, and a wall or a quay stops it dead.

Low-masted ships pass under bridges. A Cog or a Sloop strikes its mast when its sail is furled, so furl to pass under a low bridge; a tall-masted ship cannot pass at all.

Ships belong to nobody

Once launched, a ship is like a siege engine: whoever stands at the helm sails it. Its sail wears the arms of the guild that launched it (plain canvas if the launcher had none). A ship left with nobody aboard for 5 minutes is lost, and a ship is also lost if its stretch of sea empties of players and closes down.