Utility
Sailing
Not yet
The skill that closes the roster, and the first thing nobody can do alone.
What it governs
- A knowledge skill: hull design, rigging, how to direct an assembly, navigation, seamanship. The ship is Sailing's even though every component comes from somewhere else — so a shipyard is the first joint enterprise in the world.Charter, Part V — Utility group
- Navigation is knowledge, not a map the world provides. Dead reckoning, the sun, the stars — and in the south a moon that never sets, which is what steers the Lunar road. Getting lost is real.
- Charts are made by citizens, and they are the most valuable paper in the world. A false one is a weapon.
- Wind is prevailing by latitude, and sailing with it or against it is not the same thing — which makes route knowledge a tradable expertise. The level is how close to the wind you can hold and what speed you get out of it.
- The sea keeps what it takes. Wrecks stay where they sank and can be salvaged, by anyone with rope and nerve.
- A big hull sails badly with one person on it. Crewing trains the skill at watching rates — and mutiny is available the day somebody thinks of it.
- Gunpowder is discoverable: sulfur, saltpeter and charcoal, with no hint anywhere. If anyone reaches it, stone stops being immune and every military balance in the charter quietly expires — and nobody in the world will know that.
The order it goes in
The vessel ladder. The step that matters is the third: the sail has to be conceived, and that is a first-fire-grade epoch.
- Canoe — which Woodcutting already reaches.Charter, Part V — Utility group
- Raft.
- Skiff — the first thing with a sail on it.
- Sloop.
- Clipper.
- Schooner or junk.
- A galleon-class flagship: a settlement-scale project with a full crew, and as rare as a cathedral.
Not yet
A boat. No citizen has crossed water in anything, and the two sea frontiers the charter describes have never been seen by anyone in this world.