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Regional harbours

Each god region has a central harbour with services and beginner shipping nearby.

Harbour services

Use the current-region chart to find the Bank, Merchant, Shipwright and Fishing Market. Approach the water-facing building and click the building for the service. Docks, stone quays, mooring posts and harbour crew are visual details; clicking them does not open a service window.

The shore-connected service buildings face the water, with their docks meeting the back of the building. Leave room to sail around each quay. The open bank is watched by guards; the Merchant sells supplies and buys eligible treasure, while the Fishing Market buys catches.

The Water Temple has its own coastal landmark. The Trading Center is a large cylindrical tower on a separate offshore quay. Quest captains keep their existing boats and interactions, and the regional portals keep their travel functions.

Surrounding water

The centre contains low-level civilian shipping, including harbour and coastal fishers and transports. Fleet bands and aggressive pirates occupy the surrounding areas. Higher-level zones face the wilderness; the north and south god regions mirror their layout.