Ships

Build a ship, sail it out, and hold the sea.

Last updated: 2026-09-11 7:26 PM EST.

1. What counts as a ship

You assemble a vessel from ordinary blocks, and the server measures it when you take the helm.

RequirementValue
Smallest ship10 blocks
Largest ship1000 blocks
Wooden planks or wooden slabsat least a quarter of it
Waterthe hull must be touching it
Sailing heightbetween 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 normally teleports home without instruction, and if it remains at sea instead, section 9 explains how to recover it.

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 is guarding, 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 bayallowed
Fighting anyone outside the bayblocked
Potions, buckets and other itemsallowed
Placing or breaking blocksblocked
Explosionsblocked
Teleports, /home, /manoverboard, ender pearlsblocked
Most other commandsblocked

A bay an enemy vessel guards cannot be captured, and the refusal tells you which captain is holding it. Sail in regardless. The two hulls dock themselves alongside and freeze in position, so the boarding crews settle the engagement on the decks. Protect your captain. The moment they fall, the vessel teleports home carrying the surviving crew, and the bay is surrendered.

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 teleports back to the harbour it departed from. You must be holding the helm at the time: if you are not, stand aboard, type /pilot Ship, and repeat the command.

Disconnecting sends your ship home as well, and so does being kicked, although occasionally the vessel remains where it was. Rejoin, stand aboard, take the helm and use /shiphome, and it returns to your harbour.

If your captain is killed during a boarding, the vessel teleports home and carries the surviving crew with it. A lost battle therefore never strands you on an enemy deck. A captain who dies at any other moment sends only the ship home, and the crew must find their own way back.

/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

CommandWhat it does
/pilot ShipTake the helm of the ship beneath you
/releaseSurrender the helm and leave the ship wherever it floats
/shiphomeSail the ship back to the harbour it launched from
/cruise northContinue in that direction until instructed otherwise
/cruise offStop
/rotate leftTurn a quarter circle
/manoverboardReturn aboard after falling overboard, outside a bay
/cap listList every bay

Optional signs

Commands do everything, so signs remain optional. One is useful aboard a larger vessel.

First lineWhat it does
[helm]The wheel. Right-click turns clockwise, left-click anticlockwise