The camp at Saltmire
Saltmire is one of the guild’s camps. It opens when The Far Light is finished, which needs the full game.
- Members are moved between camps from their sheet, and they’re there at once. The leader travels by waystone.
- Saltmire has its own work: sea pine, storm-bent pine, bog oak, salt rock, coal seam, tide silver vein, crab pots, herring shoal, cod bank, pearl beds, reed bed, wrack line.
- Its hunting grounds have their own mobs. See Camp fights.
- It has its own recruits, who arrive already skilled. See Recruits.
- Its town is Saltmire, with Edda’s cart and Vara’s boat.
- Its own guildhouse, with its own stations, built up separately.
Building it up
Section titled “Building it up”| Level | Name | Perk points | Beds | Cost |
|---|---|---|---|---|
| 1 | Beach Camp | |||
| 2 | Driftwood Shack | 2 | 1 | 2,000 gold, 40 × |
| 3 | Net Loft | 2 | 4,000 gold, 80 × | |
| 4 | Stilt House | 2 | 1 | 6,000 gold, 120 × |
| 5 | Salt House | 2 | 9,000 gold, 150 × | |
| 6 | Harbour Hall | 2 | 1 | 13,000 gold, 200 × |
| 7 | Tide Keep | 2 | 18,000 gold, 150 × | |
| 8 | Sea Keep | 2 | 24,000 gold, 300 × | |
| 9 | Beacon Keep | 2 | 32,000 gold, 80 × | |
| 10 | Harbour Citadel | 2 | 42,000 gold, 300 × |