Maritime Trade and Travel


The first sea crossing between the separated continents occurred roughly a century after the Split, during the period known as the Sundering Grief. The details are lost to time—or to Galmir’s erasure—but the achievement marked a turning point in the Rebuilding. Two halves of a broken world had found each other again.

In the centuries since, maritime trade has become the circulatory system connecting Osan and Volaxia. The backbone of this network is the Runeswick-Runewick corridor—the two halves of the original city, separated by the Sea of Lament but bound by shared history, architecture, and commercial interest. Ships carry goods, passengers, news, and culture between the twin cities along the most established sea lane on Voxana, and the secondary routes branching from this corridor connect every major coastal settlement on both continents.

Major Ports

Port Location Role
Runeswick Volaxia (east coast) Primary Volaxian port. Direct cross-sea route to Runewick. The Silverway’s origin.
Runewick Osan (west coast) Primary Osani port. Direct cross-sea route to Runeswick. Council of Lords seat.
Westhaven Volaxia (west coast) Western terminus of the Silverway. Long-range coastal and southern routes to Eastharbor.
Eastharbor Osan (east coast) Eastern Osan’s maritime gateway. Long-range coastal routes to Westhaven and the islands.
Whitesand Harbor Osan (south coast) Golden Shores port. Southern sea routes, Shimmering Gulf access.
Cliffwatch Osan (east coast) Secondary port. Tourism and sea produce.

The Crossing

The standard crossing between Runeswick and Runewick—the two halves of the original city, now facing each other across the Sea of Lament—is the most heavily trafficked intercontinental route. The voyage takes between ten days and two weeks under favorable conditions. Unfavorable weather, seasonal storms, or detours around the Shattered Arch can extend the journey considerably. A secondary long-range route connects Westhaven on Volaxia’s western coast to Eastharbor on Osan’s eastern coast via the Shimmering Gulf and the southern island chains—a longer voyage that serves coastal communities and avoids the sometimes-treacherous central sea.

Trade vessels range from small merchant sloops making independent runs to large trading galleons operated by established merchant houses. Passenger travel is available but uncomfortable for most budgets. The wealthy book private cabins; everyone else shares deck space with cargo. Piracy exists and is concentrated around the Shattered Arch, where Port Splinter provides raiders with a base of operations, shelter, and a market for stolen goods. Ships that can afford escorts take them through the central sea; ships that cannot adjust their routes to give the Arch a wide berth.

What Crosses the Sea

The intercontinental trade routes carry distinct cargo in each direction. From Volaxia: grain and agricultural products from the Golden Fields and the Verdant Expanse, wine from Duskfall, timber from Sapphire Locke, and manufactured goods from Crownheart Vale. From Osan: dwarven metalwork and gemstones from Nin’Durahl, magical artifacts and alchemical supplies from Zumora, innovations and mechanical devices from Tinker Town, and seafood and artisanal products from the Golden Shores. Glowstone, once a modest luxury export from Wyndmoore, has become the most talked-about commodity on the sea since the reactivation—though its trade is now subject to increasingly nervous regulation from both continental governments.