# Zailing (Guide)

This guide tries to cover the basic mechanics of zailing. For more info on the locations you may reach (and why you would go there), see the location guide.

## Getting a ship

In order to own a ship, you must be A Person of Some Importance -. Until then, you may travel to Polythreme via A Ticket to Polythreme at the Wolfstack Docks, or to Mutton Island via Board (only during the Fruits of the Zee Festival).

Once you're a PoSI, you can start working towards Acquiring a Ship. The PoSI Item Crafting guide includes details on getting ships. It is generally recommended to start with the Rusty Tramp Steamer, as the Clipper, Zub, and Yacht are significantly more expensive. It is possible to trade in ships at any time.

Zailing Speed is a measure of how fast your ship is. Zubmersibility allows safer passage on several cards and Luxurious open branches that give more material rewards than usual.

### Which ship should I get?

As a new player it may be hard to decide which ship to get. This may also be hard as an experienced player. In order to decide, here's what each ship tells about you as a player:

What does my ship say about me?

Rusty Tramp Steamer
• I can't really afford any of the other ships yet
• I haven't decided what I want to do with my ship.
• A ship is a way to avoid swimming (although it's probably equally fast)
Majestic Pleasure Yacht
• I use my yacht for hosting parties and cruises more than for actual zailing
• I need as much BDR / Respectable as I can get for Paramount Presence, Khaganian Intrigue or other goals
• Why travel in a boat when you can cruise in a yacht?
Zubmarine
• I can zail for days without needing to resupply, and my vessel will always be safe against Zee monsters.
• I'm an eccentric gentleperson with refined taste
• A proper ship is a means to explore the entire Unterzee - not just the surface
Swift Zee-Clipper
• When zailing I'm all about the speed. Why spend time to avoid enemy ships if you can outpace them?
• I don't care about BDR, I just want to reach my target as fast as possible
• A ship is a means of getting from A to B in the least amount of actions.

## Gaining progress

Zailing is done on non-discardable opportunity cards. Most cards will provide Zailing... equal to your ship's Zailing Speed and half of that on some failures and other options. They might also give you menaces (see the menace section) or material rewards. For zailing to a new region, you will either zail with the currents or against them. The currents go counter-clockwise on the map, as can be seen on the model below. Experienced zailors may also zail through the Snares (DON'T DO THIS EARLY ON). Once you have reached your region you will zail directly to your new location.

If your destination is in the same region as you, you will need 80 Zailing... and not gain any Zee Legs. Otherwise, you will need 160 or 220 Zailing... and gain 1 x Zee Legs per region on your way, except for your destination region, where you will only need 80. Discounting currents, this means that returning to Home Waters (the easiest region) even from safe ports is generally a bit more difficult than leaving from there but don't fret -- everybody returns to London eventually.

The table below shows how much progress is needed to reach the next region or your chosen area. Options that give half speed are considered 0.5 actions.

Zailing direction Zailing... needed Actions to next region/your area
Rusty Tramp Steamer Majestic Pleasure Yacht Zubmarine Swift Zee-Clipper
Along the Currents 160 4 3 3 2.5
Against the Currents 220 5 4 4 3
Direct route 80 2 1.5 1.5 1.5
Through the Snares 160 4 3 3 2.5

The Broad Unterzee is divided in several different regions. Each has its own difficulty, also known as Zee Peril. Most broad challenges in main attributes ( Watchful, Shadowy etc.) are equal to Zee Peril. Some narrow challenges against skills (e.g. Kataleptic Toxicology) using a logistic relationship to Zee Peril[1]. Some challenges do not adjust difficulty by zone, notably the one that tests against Zeefaring.

Region (Current 🠗) Zee Peril Narrow Challenge Notes
Home Waters 100 4
Shepherd's Wash 110 4 Southern Wind is found here
The Sea of Voices 150 6
The Salt Steppes 200 10
The Pillared Sea 210 10
Stormbones 110 4 Northern Wind is found here
Between the regions
The Snares 250 13

## Locations

The following table shows the different areas, based on region and additional requirements or notes. See the location guide for a more in-depth guide to the locations. Safe ports remove Troubled Waters and all zee-threat qualities upon docking.

Location Zee Location Requirements / Notes Safe Dock?
Abbey Rock Shepherd's Wash Ambition: Bag a Legend! 44
Apis Meet Shepherd's Wash FATE Flint
Avid Horizon Stormbones Embarked on a Sanctioned Expedition to the North
Bullbone Island Home Waters Embarking on a Voyage of Scientific Discovery 3
The Chapel of Lights Stormbones SMEN
Corpsecage Island Stormbones
The Court of the Wakeful Eye Shepherd's Wash Associating with Radical Academics 20
Grunting Fen The Sea of Voices
Hunter's Keep Home Waters Resets Dramatic Tension
The Iron Republic Shepherd's Wash Iron Republic Safe-Conduct
Khan's Heart The Salt Steppes Discovered: The Khanate
London Home Waters
Mutton Island Home Waters
NORTH Stormbones SMEN N/A
Polythreme The Sea of Voices
Port Carnelian Shepherd's Wash Imperial Legitimacy
The Tomb Colonies Stormbones FATE All Things Must End
Your Flotilla Home Waters Ambition: Light Fingers! 51-64

### Hunting Locations

As these aren't docks, they will not reset Troubled Waters. All hunts require Making Progress in the Labyrinth of Tigers 16.

Location Zee Location Requirements / Notes
Angler Crab Spawning Grounds Shepherd's Wash
Plated Seal Spawning Grounds Stormbones No Plated Seals

## Menaces

The Broad Unterzee is full of menaces. Some of these are just general menaces, while some are more specific. These qualities (except for Wounds and Nightmares) are all removed when docking at a safe dock.

• If it reaches 7, you will begin to draw dark green cards depending on the other menace qualities you have.
• If it reaches 8: Tuesday, __th of ____, ____. This will give you A Demise at Zee: and either kill you or make you mad. The exact manner depends on your other menaces. After you have returned to London, you can regain access to your ship by meeting the crew at Wolfstack Docks at the cost of a single action.
• Gained when Zee-monsters notice you.
• Together with Troubled Waters 7: Signs of Pursuit
• Gained when your crew is afraid of something.
• Together with Troubled Waters 7: A Growing Concern
• Gained when damaging your ship.
• Together with Troubled Waters 7: Taking in Water
• When Nightmares reaches 8, you will go mad as usual. Storylet: Into Dark Water

## Dream Qualities

These qualities allow you to dream new dreams in London. They first increase by 4 CP, then by 1 Cp per card. They do not reset when docking and once you have experienced the winds for the first time, more cards will increase it. Each finished dream storyline will give you Oneiric Pearl, reset the storyline and grant a special quality that will allow you to dismiss the related dream and clear it's wind once you draw the card again.

Southern Wind
Northern Wind
Eastern Wind

## Opportunity Cards

See this page for a list of all the opportunity cards at Zee.

### Minimizing Troubled Waters

Below are the cards that do not increase Troubled Waters. Options that have a Challenge won't increase Troubled Waters on a success, but usually do increase it on failure, unless specified otherwise. Some cards also actually decrease Troubled Waters, whereas others just give 0 CP.

All Zee Menace cards (dark green or black borders) also always reduce Troubled Waters, except for one option on A Worrying Appetite.

Somewhat ironically, one way to avoid accumulating to much Troubled Waters is to travel through the Snares instead of around. For example, going from the Salt Steppes to London along the current would take you along the Pillared See, which is just somewhat safer than going through the snares. But afterwards you will have to pass through Stormbones, giving you additional chances to lose your mind or becoming dinner. {{Citation needed}}

All Regions Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
A Corvette of Her Majesty's Navy Exchange pleasantries via semaphore Suspicion < 5 -2 CP Speed
A Giant Angler Crab Full Reverse! Turn us away! Shadowy Speed/2
Ready the guns and fire at its soft spots Monstrous Anatomy -2 CP Speed
A Huge Terrible Beast of the Unterzee! Delicious, delicious lumps Dangerous Speed +1 x UP
Gives Rumbling Stomachs
A Navigation Error Correct your course Watchful Speed
Listen to the Zee Zeefaring Speed
Let your own star guide you Persuasive A False-Star of your Own -5 CP on success, 0 CP on failure Speed
A Spit of Land Stop briefly at the island Luck (50%) -2 CP Speed/2
Passing a Lightship Stop and exchange news 7 x Zee-Ztory None
Zail on Speed
Rats in the hold Negotiate with them Persuasive Speed
Go on a rat-catching expedition A Notched Bone Harpoon or Ratting Piece Speed
The Killing Wind Make ready to dive Zubmersibility -2 CP Speed
What do the Drownies Sing? Cure the ignorance of your zailors Kataleptic Toxicology A Faceted Decanter of Drownie Effluvia -5 CP Speed
Your False-Star Navigate by the light of your star Looked Upon Fondly -5 CP Speed
Home Waters Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
She's Going Down! Stop and rescue them -2 CP None
A Steamer full of Passengers Invite them aboard for a party Luxurious None +2 CP
Scandal
Shepherd's Wash Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
A Steamer full of Passengers Invite them aboard for a party Luxurious None +2 CP
Scandal
The Wax-Wind Shut off the engines and hide belowdecks. -2 CP None
Dive! Zubmersibility -1 CP Speed
Stormbones Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
A Tiny Coral Island What's that down there? Zubmersibility -2 CP Speed
Recognise its shape Shapeling Arts Speed
A Wind from the North Keep your crew on course Persuasive Speed
Help them Dangerous Speed
Sighting a Lifeberg Keep your distance; make observations Watchful Speed/2
Zail quickly past the lifeberg Speed Speed +2 CP
Nightmares
Ram the lifeberg and claim a piece of it! A Notched Bone Harpoon None
The Sea of Voices Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
Crossing Paths Hail the ship and have a chat with the captain -2 CP Speed/2
Meeting a Local Steamer Hail the steamer to exchange news -2 CP Speed/2
I say, must you do that? Luxurious -1 CP Speed
The Iceberg Keep a prudent distance Luck (50%) ? (outdated wiki page)
Have a look around under the iceberg Zubmersibility -2 CP Speed
The Salt Steppes Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
A Chelonite Hunting Ketch Hail them and purchase a bag of assorted bones 500 x Moon-Pearl
500 x Shard of Glim
None
Offer to help a Sharp Hunter Chirurgical Touch None
Hail them and exchange stories 10 x Zee-Ztory None
Regale them with tales of your own hunts A Notched Bone Harpoon
10 x Tale of Terror!!
-4? CP None
A Distant Gleam Measure the measureless Artisan of the Red Science Speed +1 CP
Nightmares
A Khaganian Patrol Vessel Give them a wide berth Shadowy Speed
Brazenly hail them Persuasive Speed/2
Record their position Shrine to Saint Joshua Speed/2
The Pillared Sea Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
Becalmed Look into the glassy water (50%) Luck Speed/2 +1-4 CP Nightmares
Cross the threshold Glasswork
Parabolan Base-Camp
No The Mirror's Hunger
Redirects to Drowning (which then redirects to Your Lodgings, and gives +7-8 CP Wounds and sets The Mirror's Hunger to 1 or 2)
Of the Pillars You will look towards her shores Luck (90%) -2 CP Speed
You will turn your helm away from her Speed/2
You will change currency 25 x
Justificande Coin
Speed
The Snares Option Challenge Requirements TW Loss Zailing... Progress Menaces [Collapse]
Navigating the Snares Slow and steady does it Speed/2

## Zeefaring

Whenever you leave a region, you gain 1 x Zee Legs. These can be expended in Wolfstack Docks to improve your skill in Zeefaring. The required amount of Zee legs required increases based on the table below. Zeefaring is required in order to trace a route through the snares, where the Corsair's Forest lies. It can also be used to assemble Cartographer's Hoard and probably more.

Entries marked in gray are currently not available.

Zee Legs Desired level
Starting level ↓ 7 6 5 4 3 2 1
0 84 56 35 20 10 4 1
1 83 55 34 19 9 3
2 80 52 31 16 6
3 74 46 25 10
4 64 36 15
5 49 21
6 28
1. The exact formula appears to be:
${\displaystyle Diff=2+{\frac {15}{1+e^{0.02(Peril-200)}}}}$