Ships
Build a ship, sail it out, and hold the sea.
Last updated: 2026-08-31 05:14 PM EDT.
1. What counts as a ship
You assemble a vessel from ordinary blocks, and the server measures it when you take the helm.
| Requirement | Value |
|---|---|
| Smallest ship | 10 blocks |
| Largest ship | 500 blocks |
| Wooden planks or wooden slabs | at least a quarter of it |
| Water | the hull must be touching it |
| Sailing height | between Y 50 and Y 80 |
Most building and decorative blocks are permitted, including glass, stairs, slabs, doors, fences, chests, furnaces, lanterns and beds. Dirt, stone, cobblestone and sand are refused, and a single refused block anywhere aboard prevents the entire ship from moving. Obsidian is restricted to roughly one percent of the hull.
2. Take the helm
Build your hull on your own town's claimed land, where it touches water.
A voyage may only begin there, so claim the shore first. Stand aboard and type
/pilot Ship. No sign is necessary, and that launch position
becomes the harbour your vessel returns to later.
Anything stored in a chest travels with the ship. Animals and dropped items resting on the deck accompany you as well.
3. Steer the ship
Type /cruise north, or south, east or west, and the vessel
sails onward by itself until /cruise off stops it. That is how
you cross the open ocean.
For close manoeuvring, hold an ordinary stick. Right-click while facing where you intend to travel and the vessel advances one step.
Left-click with that same stick and you enter direct control. The ship then follows you as you walk, rather than advancing one step for every click. Left-click a second time to disengage.
Seagrass and kelp never obstruct a hull. While you hold the helm, nobody else may break its blocks.
4. Turn the ship
/rotate left and /rotate right each perform a
quarter turn around the centre of the hull. A sign reading
[helm] becomes a genuine ship's wheel and turns the vessel
identically, clockwise on a right-click and anticlockwise on a left-click.
5. If you fall in
Type /manoverboard within thirty seconds and you reappear on
deck automatically.
It does not function inside a bay. A bay refuses every teleport, and this command is one, so you must swim back instead.
Dying does not forfeit your vessel. It returns home automatically.
6. Reach a bay
The bays are marked upon the ocean. Open
map.westeros.live and locate them
out in the ocean. A sword icon marks a bay nobody controls, and a banner
marks the town currently holding one. /cap list identifies them
all in game.
Certain restrictions apply inside a bay at all times, and for one chunk
around it, whether or not a capture is running. Nobody may place or break
blocks there, explosions are prevented, and no teleport reaches it, so
/home, ender pearls and /manoverboard are all
refused.
7. Capture it
You must already belong to a town. A capture is claimed for your town, so a player without one is refused.
You must be aboard a piloted vessel. Swimming in achieves nothing. Your crew qualifies too, not merely whoever holds the helm.
Sail your entire hull into a bay that no enemy vessel guards, and the capture commences automatically within a few seconds. It requires one minute of preparation and then fifteen minutes of holding position. Everyone online is notified the moment it begins.
| Inside a bay, during a capture | |
|---|---|
| Fighting the crews inside the bay | allowed |
| Fighting anyone outside the bay | blocked |
| Potions, buckets and other items | allowed |
| Placing or breaking blocks | blocked |
| Explosions | blocked |
Teleports, /home, /manoverboard, ender pearls | blocked |
| Most other commands | blocked |
A bay an enemy vessel guards cannot be captured, and the refusal names the captain holding it. Ram that vessel instead. Both hulls lock together and no weapon damages a ship, so the crews decide it.
The boundary protects both directions during a capture. Nobody outside the bay can harm you, and you cannot harm them.
8. Hold it
Your town receives payment every day that it controls the bay. The payment combines stags, brews, ores and other valuable materials. Each bay pays its own particular selection, and the map lists exactly what that location delivers.
No immunity period follows a victory. The next attempt may begin five minutes after a successful capture, and a town can never capture a bay it already holds. Your only defence is a crew stationed at sea.
9. End the voyage
Use /shiphome and the vessel sails itself back to the harbour
it departed from. If your captain is killed, the vessel sails home automatically
and carries the surviving crew with it, so a battle never strands you.
/release surrenders the helm and abandons the ship wherever
it currently floats. A released hull is simply blocks again, so anybody may
dismantle it unless a claim protects that water.
Every command you need
| Command | What it does |
|---|---|
/pilot Ship | Take the helm of the ship beneath you |
/release | Surrender the helm and leave the ship wherever it floats |
/shiphome | Sail the ship back to the harbour it launched from |
/cruise north | Continue in that direction until instructed otherwise |
/cruise off | Stop |
/rotate left | Turn a quarter circle |
/manoverboard | Return aboard after falling overboard, outside a bay |
/cap list | List every bay |
Optional signs
Commands do everything, so signs remain optional. One is useful aboard a larger vessel.
| First line | What it does |
|---|---|
[helm] | The wheel. Right-click turns clockwise, left-click anticlockwise |