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The Seven Seas - Version 2 vs Version 3
Aug 17, 2026, 02:58 AM
Added an official screenshot of the archipelago and open water beyond the haven
Sep 21, 2026, 06:46 AM
Added Direct Ship Navigation and the quest and event names confirmed by the September patch notes
11The Seven Seas is the world around the haven in Corsair Cove, and everything that is not construction happens out here. Regions start hidden under fog of war and stay hidden until a ship is sent to their discovery point. Each region carries its own quest line, its own side content, and its own minor events. See Expeditions for the voyage layer and Islands for the settled starting locations.2233Discovery does not stick permanently. When no ship has been in a region for a while, the fog closes back over it, and a hull has to sail back to the discovery point to reveal it again.445566Sailing to an Event7788Events sit at various points inside each region, and reaching one means building a ship, crewing it, and sending it out. The voyage plays out in real time and typically runs a few minutes, during which the haven keeps running and other ships can be given orders. The simulation can be sped up to shorten the wait.991010Only one ship can embark on a given event at a time. Assigning a second hull silently unassigns the first, which then stops wherever it happens to be and waits for new orders. When the assigned ship arrives, the captain speaks up and the ship halts, or trails the event if the event itself is moving. Entering it presents either a decision or a set of objectives, and everything else pauses while that plays out.111112+Since Patch 6 on September 17, 2026, Direct Ship Navigation allows a ship to be steered across the map directly rather than only sent toward an event, and since Patch 5 on September 3 every event carries world visuals on the map.13+1214Types of Event13151416The events that turn up in a region fall into a handful of recurring shapes, alongside the entries belonging to that region's own quest line and to the four path quest lines.15171618Crown portDrifting castawaysFriendly portJetsamMerchant ship or treasure fleetShipwreckSmuggling run17191820Finishing a region's quest line converts one of its quest locations into a friendly port. A ship that enters one can repair, re-crew, and resupply on the spot in exchange for coin and resources, with no transfer of goods needed from home and no delay. Cargo already aboard stays aboard. The practical value is that a fleet can keep working without sailing home, which matters because returning to the pier costs a haven any accumulated Sea Legs buffs from the Shrine of the Sea.19212022Regions21232224The world is laid out in rings around the starting island. For orientation, the camera angle when first arriving at the haven, looking at the camp from the inlet, counts as north.23252426Skull Rock Vicinity25272628The first region opens with a single discovery point just south of Skull Rock, and carries the tier 2 path quests.27292830LocationDirectionDangerous fogNorthwestSmuggler islandNortheastBarbos BaySoutheastJungle islandSouthwest2931First Ring30323133Four regions surround Skull Rock, each with its own quest line, ambitions, decisions, and tier 3 path quests.32343335RegionDirectionNotable Quest ContentAncient ArchipelagoNorthGold or Glory, Great Pyramid, The Secret of ProsperityWhalesong WakeEastThe Whale Hunt Contest, House of Fortune, JonahCrossbone KeysSouthThe Fountain of Youth, The Ocean's EndBuccaneer's EndWestThe Thinning of the Guard, Bloody Bastille, The Missing Prisoners3436Second Ring35373638Nine further regions ring the first four. These carry more quest lines, more ambitions, captains waiting to be rescued, and the higher-tier path quests.37393840RegionDirectionCalico LagoonNorth-northeastWildfire IslesEast-northeastMermaid's AtollSouth-southeastFairwind PassageSouthFort VandekroonSouth, further outWrithing DeepSouth-southwestBlackwaterWest-southwestPort ConcordatWest-northwestGolden CityNorthwest3941Quests at Sea40424143Region quest lines begin automatically on discovery, usually by presenting a decision, and some of those decisions align with one of the four pirate principles. They pay out in resources, coin, Cohesion, and, where the quest is tied to a path, principle points. The main story runs across these regions too, so exploration is not optional content sitting beside the campaign; it is where the campaign takes place.42444345Alongside quests, the seas carry recurring non-quest activity: pirate hunters, the Dread Whale, Crown patrols, merchant ships, and storms. See Naval Combat for how these fights resolve.46+47+The September 2026 patch notes name further content out on the water: the quests The Seafaring Trials and The Old Gods of the Sea, both of which had their difficulty lowered in Patch 5 to match their recommended ship; the House of Fortune side quest; the Drowning Escapees event in Buccaneer's End; the paired embarkations Spies of the Brethren of the Coast and Spies of the Daredevil's League; the Drifting Castaway and Shipwreck events; and the Golden City event, which enters a cooldown once it has been taken. See Update History for the fixes attached to each.