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Events · Life aboard

45 events. Letters home, dust relapses, wild magic leaks: your crew's own stories.

Index of this page

Mail from Home

Crew: Lowborn
For three nights running, crewmate has been sitting up by lamplight writing a letter to a sister back on the river docks, worried about how she's getting by.
  • [Lowborn] Tuck 15 silver from the ship's purse into the envelope for their family.
    Crew: LowbornCosts 15 silver
    crewmate seals the silver into the letter with deep gratitude and volunteers for the next watch without being asked.
    Trait: Steady Hands
  • [Avian] Have your Avian crewmate fly the letter past the Guild mail censors.
    Crew: LowbornCrew: Avian
    Your Avian carries the letter directly by wing so no Guild censor can read or confiscate it. crewmate watches the messenger vanish into the clouds with relief.
    Heal 10 HP
  • Add a personal note of praise at the bottom of the letter.
    You write that the your ship is proud to have them aboard and sign your name as captain.

No Reply from Home

Act II+Crew: Lowborn
Three ports have passed without an answer to their letter, and crewmate anxiously checks every mail sack that comes aboard.
  • [Lowborn] Send a follow-up letter through priority post with 20 silver enclosed.
    Crew: LowbornCosts 20 silver
  • [Undertow +1] Ask an Undertow courier post to track the sister down.
    The Undertow standing 1+
    A week later, word comes back through an Undertow contact: she is alive and safe, working with an underground resistance crew.
    +1 The Undertow standing+1 heat
  • [Guild +1] Pay a Guild clerk 5 silver to check the official census records.
    The Guild standing 1+Costs 5 silver
    For five silver, the clerk quickly locates her new address in the registry: alive, re-registered, and safe.
    Heal 15 HP
  • Reassure them that mail to the lower districts is always slow.
    It is the truth, though it does little to ease their worry.

Dust Relapse

Crew: Dust Hunger
Down in the cargo hold, you catch one of your crew crouched in a corner holding a folded paper packet of toxic silver dust, a pinch already raised to their lips.
  • [Dust Hunger] Sit down beside crewmate and talk them through the craving.
    Crew: Dust Hunger
  • [Mender] Have crewmate use wild magic to soothe the withdrawal ache.
    Crew: Wild caster · Mender
    crewmate channels soothing warmth into their crewmate's chest until the violent shaking stops, curing the addiction at the cost of some magical strain.
    Loses trait: Dust HungerWear on the crewmate who acted
  • [Dust Hunger, Infirmary] Lock crewmate in the Infirmary for three days to sweat it out.
    Crew: Dust HungerRoom: Infirmary
    crewmate pounds on the door for a day and sleeps for two, emerging battered and bruised, but finally cured of the craving.
    Loses trait: Dust Hunger15 damage to the crewmate who acted
  • [Dust Hunger] Look the other way and let them take the dose.
    Crew: Dust Hunger
    Fueled by the silver dust, crewmate works at triple speed repairing the hull for a day before crashing, leaving brighter silver stains under their fingernails.
    Marked+2 hull
  • Snatch the packet away and throw the dust overboard.

Wild Magic Leak

Crew: Wild caster
Glowing wisps of wild magic are drifting up from the crew quarters and clinging to the rigging like sparks. One of your wild casters is leaking magic again, and your superstitious deckhands refuse to climb the masts.
  • [Wild caster] Sit with crewmate on the upper deck and help them steady their breathing.
    Crew: Wild caster
  • [Wild caster, Still Room] Guide crewmate down to the shielded Still Room to contain the leak.
    Crew: Wild casterRoom: Still Room
  • [Chiropteran] Send crewmate up into the rigging to show the deckhands the lights are harmless.
    Crew: Chiropteran
    crewmate scrambles fearlessly through the glowing sparks, shaming the rest of the deckhands into climbing back to their posts.
    +1 Drive skill XP
  • Order the deckhands up into the rigging anyway.

Torn Sock

Crew: Noble
For the past hour, your noble-born crewmate crewmate has been sitting in the quarters staring in utter defeat at a sewing needle and a torn wool sock.
  • [Noble-born] Leave crewmate to figure it out on their own.
    Crew: Noble
  • [Lowborn] Have a Lowborn crewmate teach them how to mend clothes properly.
    Crew: NobleCrew: Lowborn
    A Lowborn sailor sits down beside crewmate and patiently teaches them a proper darning stitch, toughening their hands and teaching them basic repair work.
    Loses trait: Soft Hands+1 Repair skill XP
  • [Gnome] Let your Gnome build a mechanical darning contraption. (1 bolt)
    Crew: NobleCrew: GnomeCosts 1 bolts
    The contraption frantically stitches the sock, three shirts, and a torn sail before anyone can shut it off! crewmate learns nothing, but the ship's canvas is better for it.
    +1 hull
  • Toss them a fresh pair of socks from the supply locker.
    They catch the new socks, looking slightly disappointed at giving up.

Brawl in the Gangway

Two of your crewmates are shouting in the gangway over whose turn it is to work the bilge pumps, and a heavy boot has already been thrown.
  • [Duelist] Have crewmate referee a sparring bout with practice sticks to settle it.
    Crew: Duelist
    After four rounds and one bloodied nose, crewmate declares a draw. By supper, the two brawlers are bruised, sharper with a blade, and sharing a bench like old friends.
    10 damage to a random crewmate+1 Melee skill XP
  • [Galley] Assign both troublemakers to peel potatoes in the Galley for a week.
    Room: Galley
  • [Quartermaster] Have crewmate draw up and nail a strict pump-duty roster to the mast.
    Crew: Quartermaster
    The new duty schedule is so ironclad that nobody can argue with it, and the bilge pumps run smoother than ever.
    +1 hull
  • [Ursine] Have crewmate haul both brawlers off the deck by their collars.
    Crew: Ursine
    Dangling a foot off the planks in crewmate's massive paws, the two hotheads quickly cool off and apologize.
    Heal 5 HP
  • Cut their rum rations for a week as punishment.
  • Knock their heads together yourself and order them back to work.

Crewmate's Name Day

Someone has chalked a drawing of a cake on the duty board above a crewmate's name—it's their birthday, though they haven't said a word about it.
  • [Ship's Cook] Have crewmate bake a proper celebration cake. (2 provisions)
    Crew: Ship's CookCosts 2 provisions
    crewmate whips up a surprisingly delicious cake out of ship's biscuit and honey, boosting the whole crew's morale.
    Heal 25 HP
  • [A Wheel of Good Cheese] Break out the prize wheel of aged cheese.
    Fitting: A Wheel of Good Cheese
    You carve up slices of the good cheese for every hand aboard, turning supper into a feast.
    Heal 25 HP
  • [Lutrine] Let crewmate lead the traditional otter-clan birthday dunking.
    Crew: Lutrine
    To roaring cheers, the crew dunks the birthday sailor into the rain barrel—and crewmate dives in right after them for fun.
    Heal 15 HP
  • Pour an extra round of rum for the whole crew. (1 provision)
    Costs 1 provisions
    The crew sings off-key sea shanties until the watch changes, spirits lifted.
    Heal 10 HP
  • Wipe the chalk off the board and keep everyone working.
    No one complains aloud, though someone chalks the cake back onto the board the next morning.

The Reading Primer

Crew: Lowborn
One of your Lowborn deckhands keeps a battered children's reading primer hidden under their bunk, struggling to get past the first page—since Charter law forbids teaching Lowborn debtors to read.
  • [Noble-born] Have crewmate tutor them after watch.
    Crew: Noble
    crewmate proves a strict but effective tutor. By the next port, their pupil can read navigation notices aloud.
    +1 Helm skill XPHeal 5 HP
  • [Quartermaster] Have crewmate teach them to read using the ship's cargo manifests.
    Crew: Quartermaster
    Learning on cargo ledgers and weight tables, the sailor is soon sharp enough to spot a fifteen-silver overcharge in your port receipts!
    +1 Helm skill XP+15 silver
  • [Gnome] Have crewmate teach them using an illustrated engineering manual.
    Crew: Gnome
    Practicing on technical diagrams, the sailor learns both how to read and how to strip and repair ship machinery.
    +1 Repair skill XP
  • Buy an adult reading primer at the next port and leave it on their bunk. (8 silver)
    Costs 8 silver
    A week later, you hear them proudly reading the port weather bulletin aloud to the cook.
    +1 Helm skill XPHeal 5 HP
  • Leave them be—reading won't make their work any easier.
    The primer stays tucked under the mattress, still open to the first page.
  • Teach them to read yourself using the captain's logbook.
    It takes patience, but within a week they can read your log entries—and help plot courses at the helm.
    +1 Helm skill XP

Tangled Over the Drop

Open skyStorm cellCrew: Knack
A sudden gale-force gust snaps a guy-line, swinging a loaded cargo net out over the open abyss with a deckhand tangled in the ropes!
  • [Nearest hand] Shout for crewmate to grab the line before it slips!
    Crew: Knack
    crewmate lunges forward with superhuman speed and hauls the net back single-handedly—awakening a hidden magical Knack that leaves even crewmate astonished!
    Reveals a knackLedger: The Needle Swings
  • [Surger] Have crewmate leap across the gap to secure the net.
    Crew: Surger
    crewmate bounds into the air with a burst of Surge magic, catches the swinging net, and rides it safely back onto the deck.
    −12 mana (the crewmate who acted)
  • [Air Warden] Have crewmate project a solid wind-disk beneath the net.
    Crew: Warden · Air caster
    Your wind mage conjures a platform of compressed air under the net, holding the deckhand safe until the crew reels them in.
    −10 mana (the crewmate who acted)
  • [Boarding Harpoon] Fire your harpoon winch into the cargo net and reel it in.
    Room: Boarding Harpoon
    The harpoon snags the net mesh cleanly, and the winch hauls the shaken deckhand back aboard unharmed.
  • Call the whole crew to pull on the main support line together.

Mourning at the Rail

Crew: Grieving
Ever since the watch changed, crewmate has been standing alone at the stern rail in silence, staring back into the wake.
  • [Grieving] Stand quietly beside crewmate to keep them company.
    Crew: Grieving
  • [Grieving] Invite crewmate to record the fallen friend's name in the ship's logbook.
    Crew: Grieving
    crewmate carefully writes the name in the ship's permanent log, finds closure, and finally sits down for a hot meal.
    Loses trait: GrievingHeal 10 HP
  • [Lupine] Ask your Lupine crewmates to sing a traditional mourning song.
    Crew: GrievingCrew: Lupine
    The Lupines raise a low, resonant pack-lament. crewmate weeps openly at the rail and finally emerges from their grief.
    Loses trait: Grieving
  • [Grieving] Put crewmate to work splicing rigging—busy hands ease a heavy mind.
    Crew: Grieving
    crewmate throws themselves into re-splicing every line on the foredeck, improving the ship's hull and sharpening their repair skills.
    +1 Repair skill XP+1 hull
  • Leave the stranger alone.
    You leave your grieving sailor to mourn in private at the stern rail.

Drained Mage Adrift

Open skyWreck
A small skiff drifts past carrying a young mage lying motionless on the floorboards. Their mana gauge is pinned at zero—they completely drained their channels holding up a collapsing bridge and are slipping into the Hollow.
  • Pour a flask of liquid mana down their throat to revive them. (1 flask)
    Costs 1 flasks
  • [Infirmary 3] Admit them to your advanced Infirmary for full recovery.
    Infirmary level 3+
    After two days of expert care in your Infirmary, the mage recovers from the Hollow and joins your crew.
    New crewmate: Mage
  • [Still Room] Place them in the shielded Still Room to recover naturally.
    Room: Still Room
  • [Mage] Have crewmate guide them back by reciting foundational spellwork.
    Crew: Mage
  • Hold your course—it's too dangerous to intervene.
    You hang a signal lantern on the skiff so the next passing ship can spot them.

Silver-Dust Collapse

Crew: Silvered
While hauling on a deck line, crewmate suddenly collapses to the planks with grey lips, violent tremors, and bright silver poisoning under their fingernails.
  • [Silvered] Carry crewmate to a hammock to rest and ride out the seizure.
    Crew: Silvered
    The seizure passes by the next evening, though the ordeal leaves your crewmate physically weakened.
    Trait: Wounded
  • [Silvered, Infirmary] Strap crewmate into an Infirmary cot with warm compresses.
    Crew: SilveredRoom: Infirmary
    Restrained safely in the Infirmary with warm water and sedatives, crewmate pulls through the crash with only minor bruising.
    10 damage to the crewmate who acted
  • [Surgeon] Have your surgeon bleed the silver toxin from their veins. (1 flask)
    Crew: SilveredCrew: SurgeonCosts 1 flasks
    Using a mana flask to flush their system, the surgeon draws out the grey, silver-tainted blood until crewmate's color returns to normal.
    Heal 10 HP
  • [Silvered] Give crewmate a pinch of silver dust to stop the withdrawal tremors immediately. (1 dust)
    Crew: SilveredCosts 1 dust
    The dose stops the shaking instantly and gets them back on their feet, though it deepens the silver taint in their blood.
    Marked
  • Leave the rest of the watch to tend them and focus on flying the ship.
    The rigging line they dropped whips free across the deck, snapping a wooden spar and damaging the hull!
    −2 hull

The Wandering Wild-Caster

Crew: Wild caster
A small skiff hails you flying the old wild-caster emblem—an open hand with an eye in the palm. Her pilot is an elderly wild caster with rock-steady control, and she offers to train one of your wild casters in exchange for a week's passage and rations.
  • [Wild caster] Give her passage and rations to train crewmate. (3 provisions)
    Crew: Wild casterCosts 3 provisions
    Over the week, she teaches crewmate breathing techniques to master their power, permanently increasing their magical Control.
    +1 Control+1 The Undertow standing+1 heat
  • [Wild caster, Still Room] Let her train your wild caster inside your shielded Still Room. (2 provisions)
    Crew: Wild casterRoom: Still RoomCosts 2 provisions
    Training inside the shielded Still Room conceals their magic from patrol sensors while permanently increasing crewmate's Control.
    +1 Control+1 The Undertow standing
  • [Licensed mage] Invite crewmate to join the lessons and debate magical theory with her. (3 provisions)
    Crew: Licensed · MageCosts 3 provisions
    A week of lively debate between the old woman and crewmate over academy theory versus wild practice sharpens both your casters' skills!
    +1 Control+1 Casting skill XP+1 heat
  • Betray her to the nearest Excise patrol cutter for the bounty.
    The Excise patrol pays you twenty-five silver for turning in an unlicensed caster, disgusting your Undertow allies.
    +25 silver+1 The Crown standing−2 The Undertow standing
  • Decline her offer and wave her on.
    She raises a hand in farewell and steers her skiff into the clouds.

The Stray Ship's Cat

A grey stray cat slipped aboard at the last port. It hunts rats and naps by the Hearth—except last night, the helmsman swore he saw it walk straight through a solid bulkhead door.
  • [Wisper] Have crewmate commune with the cat to see what it truly is.
    Crew: Wild caster · Wisper
    "It's a wild mana-wisp that decided to take the shape of a cat," crewmate grins. Purring happily, it lets itself be stationed in your Construct Bay as a Ward-Wisp!
    Construct: Ward Wisp
  • [Meter Monocle] Have crewmate inspect the cat through the Meter Monocle.
    Crew: Carries Meter Monocle
    The monocle's gauge pins to the top—the cat is pure living mana with whiskers! It takes a liking to crewmate and sleeps on their bunk for good luck.
    Trait: Lucky
  • [Galley] Set out a saucer of scraps for it in the Galley.
    Room: Galley
    Well-fed, the cat stays aboard and wipes out the rats in your hold, saving three measures of provisions.
    +3 provisions
  • [Chiropteran] Have crewmate listen closely to the cat's heartbeat.
    Crew: Chiropteran
    "It doesn't breathe or have a heartbeat—it only purrs," crewmate whispers. The crew treats the mysterious cat like royalty, and it blesses one sailor with good luck.
    Trait: Lucky
  • Let the cat stay aboard as the ship's mascot.
  • Put the eerie cat ashore at the next outcrop.
    You set the cat on a rock, only to find it curled up by your Hearth again at suppertime.

Runaway Noble Heir

Hiding behind your flour sacks, you discover a twenty-year-old nobleman in a muddy silk coat clutching a house signet ring. He's the second son of a high summit family, fleeing an arranged marriage.
  • Recruit him into your crew.
    He's clumsy for the first week, then adapts quickly to shipboard work—though his furious noble family puts out a warrant that raises your Heat.
    New crewmate: Deckhand+2 heat−1 The Crown standing
  • [Forged papers] Use forged papers to give him a clean false identity on your crew.
    1 forged papers
    With forged papers under a common name taken off a flour sack, he joins your crew without attracting any heat from his family.
    −1 forged papersNew crewmate: Deckhand
  • [Noble-born] Have crewmate talk sense into him as a fellow noble.
    Crew: Noble
    crewmate convinces him to return home on his own terms and writes a stern letter from crewmate that forces his father to pay you a forty-silver reward.
    +40 silver+1 The Crown standing
  • Send word to his noble house and hold him for the ransom reward.
  • Set him ashore quietly at the next port with no questions asked.
    He shakes your hand gratefully and disappears into the port crowd.

Undertow Stowaway

Down among the crystal racks, you discover a woman with silver-stained nails and a sealed brass dispatch tube strapped across her back. She's an Undertow courier trying to slip past the Excise blockade.
  • Let her ride hidden in your hold to the next port.
  • [Smuggler's Nook] Hide her inside your shielded Smuggler's Nook.
    Room: Smuggler's Nook
    Tucked inside your Smuggler's Nook, she passes through the next Excise checkpoint completely undetected and leaves you with valuable smuggled cargo.
    Cargo: 1 × smuggled+1 The Undertow standing
  • [Undertow +1] Give her safe passage and ask what's inside the dispatch tube.
    The Undertow standing 1+
    Recognizing a friend of the Undertow, she shares secret smuggling charts that reveal three sectors along with her smuggled cargo.
    Cargo: 1 × smuggledReveal 3 waypoints+1 The Undertow standing
  • Turn her over to the nearest Excise patrol for the bounty.
    The Excise officer pays you forty silver and clears your Heat as they haul her away in irons.
    +40 silver+1 The Crown standing−2 The Undertow standing−1 heat
  • Put her off on the next uninhabited rock.
    She climbs onto the outcrop without complaint to wait for another ship.

Young Stowaway

A nine-year-old boy covered in river-dock soot crawls out of your anchor locker in tears. He stowed away hoping to see the open sky, and is now terrified and homesick.
  • Turn the ship around and take the boy back to his mother. (2 crystal)
    Costs 2 crystal
    His mother scolds him fiercely, hugs him tight, and sends your crew off with two baskets of warm provisions.
    +2 provisions
  • [Galley] Feed him in the Galley and let him help the cook until the next port. (1 provision)
    Room: GalleyCosts 1 provisions
    The cook puts him to work peeling potatoes, which cheers up the whole crew before he disembarks safely at the next port.
    Heal 15 HP
  • [Lowborn] crewmate recognizes the boy's neighborhood and escorts him home from the next port.
    Crew: Lowborn
    crewmate walks the boy back to his family, and his grateful aunt sends back three crates of ballista bolts from her dockside shop.
    +3 bolts
  • [Guild +1] Sponsor the boy for a safe Guild dockside apprenticeship at the next port. (10 silver)
    The Guild standing 1+Costs 10 silver
    You set him up with a steady apprenticeship splicing rope on the Guild docks, earning the Guild's respect.
    +1 The Guild standing
  • Drop him off at the next port with a silver coin for the ferry.
    You leave him on the pier with ferry fare home and get back underway.

The Sunken Library

Room: Still RoomCrew: Mage
crewmate stumbles up from the Still Room pale as a sheet. While meditating, they had a vivid vision of a sunken Academy library where a spectral archmage offered to teach them a lost spell—in exchange for their true name.
  • [Mage] Send your mage back into the vision to accept the archmage's bargain.
    Crew: Mage
  • [Mage] Search the ship's oldest logbooks for the spectral archmage's own name first.
    Crew: Mage
    You find the archmage's name carved into an ancient hull beam. Armed with her name, crewmate banishes the spirit, heals an old channel scar, and restores their mana!
    Scar healed+30 mana (the crewmate who acted)
  • [Mage] Snap crewmate out of the trance and seal the vision off.
    Crew: Mage
    Breaking the link discharges a surge of raw energy that fills crewmate's mana pool without risking a bargain.
    +40 mana (the crewmate who acted)
  • Order them to sleep in the regular bunks tonight.
    You lock the Still Room for a few nights until the strange presence fades.

Vision of the Light-Field

Room: Still RoomCrew: Wild caster
While resting in the Still Room, your wild caster crewmate dreamed of an endless field of drifting lights that obeyed their every command—and woke with their hands still glowing.
  • [Wild caster] Send crewmate back into the Still Room to pursue the vision.
    Crew: Wild caster
  • [Any caster] Burn two crystal in the Still Room lamps while a trained caster monitors the dreamer's trance. (2 crystal)
    Crew: Wild casterCrew: Any casterCosts 2 crystal
  • Tell them to let the dream go and get some normal rest.
    The whole crew enjoys a quiet, restful night's sleep.
    Heal 15 HP

Ursine Hibernation

Crew: Ursine
The bitter high-altitude cold has triggered an instinctive winter torpor in your Ursine crewmate—they've curled up right on top of the main cargo hatch, fast asleep and impossible to wake.
  • [Ursine] Let crewmate sleep the torpor off naturally.
    Crew: Ursine
    crewmate sleeps through two full watches, then wakes refreshed and devours two measures of provisions.
    −2 provisionsHeal 15 HP
  • [Fire mage] Have crewmate warm the deck planks beneath the sleeping Ursine.
    Crew: Mage · Fire caster
    crewmate heats the deck timbers with fire magic until the sleeper wakes up warm and ready for duty.
    −8 mana (the crewmate who acted)
  • [Galley] Wave a loaf of hot, fresh-baked bread under their nose. (1 provision)
    Room: GalleyCosts 1 provisions
    The smell of hot bread snaps the Ursine awake instantly, and they get right back to work.
  • Burn extra fuel to drop down to warmer air. (1 crystal)
    Costs 1 crystal
    Descending a thousand feet into warmer air breaks the hibernation spell immediately.
  • Leave them sleeping on the hatch and work around them.
    Your crew steps around the snoring Ursine for a day until the cold spell passes.

The Construct's Question

Crew: Construct
During the midnight watch, your construct crewmate crewmate stops in the gangway and asks in its slow, grinding voice where constructs go when their core crystal finally runs out.
  • [Construct] Show crewmate the memorial roll at the back of the ship's logbook.
    Crew: Construct
    You show it the names of fallen crewmates recorded in the log. It asks you to reserve a line for its own name, and stands noticeably prouder at its post afterward.
    Trait: Steady Hands
  • [Quickener] Ask your Quickener caster to answer the construct's question.
    Crew: ConstructCrew: Wild caster · Quickener
    "Your spirit returns to the living stone, where all things rest in peace," the Quickener replies. crewmate ponders this for a full minute, then returns to work with sharper focus.
    +1 Repair skill XP
  • [Construct] Tell crewmate that spent cores go into the ship's Hearth to keep the crew warm.
    Crew: Construct
    Pleased by the answer, your Automaton spends its off-duty hours standing quietly beside the Hearth, comforting the crew.
    Heal 5 HP
  • Admit honestly that you don't know.
    Your Automaton gives a slow, ponderous nod and returns to its duties.

The Midnight Invention

Crew: Gnome
For three nights straight, your Gnome crewmate crewmate has been tinkering in a corner of the hold using a lantern, a borrowed dinner fork, and a pile of the ship's spare bolts.
  • [Gnome] Give crewmate three bolts to finish the contraption. (3 bolts)
    Crew: GnomeCosts 3 bolts
  • [Gnome, Tinker's Bench] Let crewmate finish the project properly at the Tinker's Bench. (2 bolts)
    Crew: GnomeRoom: Tinker's BenchCosts 2 bolts
    With proper workshop tools, crewmate finishes the new device in a single afternoon without a hitch!
    Device: a random device
  • [Gnome, Construct Bay] Give crewmate four bolts to scale it up into a walking construct. (4 bolts)
    Crew: GnomeRoom: Construct BayCosts 4 bolts
    crewmate builds a brass Repair Crab that clatters around the Construct Bay, automatically mending whatever it bumps into!
    Construct: Tinker Crab
  • [Gnome, Compact +1] Pay 10 silver to mail crewmate's blueprints to a master artificer in the Cogholds.
    Crew: GnomeThe Compact standing 1+Costs 10 silver
    Three ports later, a package arrives from the Cogholds containing the annotated blueprints and the professionally fabricated device!
    Device: a random device
  • Shut the project down and confiscate the spare parts.
    You call a halt to the tinkering and recover your slightly bent dinner fork.

Wanted Poster

Crew: Warrant
A passing mail skiff tosses a bundle of new wanted posters onto your deck. One of the notices features a recognizable sketch of crewmate's face with a bounty price underneath.
  • [Warrant] Pay a corrupt Guild clerk 50 silver to quash the warrant.
    Crew: WarrantCosts 50 silver
    For fifty silver, the clerk officially writes crewmate off in the registry as deceased, permanently clearing their Wanted status.
    Loses trait: Warrant
  • [Warrant, Forged papers] Use a set of forged papers to give crewmate a clean new identity.
    Crew: Warrant1 forged papers
    crewmate practices their new name and signature all evening, permanently escaping the warrant.
    −1 forged papersLoses trait: Warrant
  • [Warrant, Crown +2] Call in a favor with the Crown to have the warrant revoked.
    Crew: WarrantThe Crown standing 2+
    You pull strings at the Admiralty to have the warrant canceled as a clerical error, spending a little Crown favor.
    Loses trait: Warrant−1 The Crown standing
  • [Vulpine] Have your Vulpine crewmate alter the sketch on the master poster.
    Crew: WarrantCrew: Vulpine
  • Throw the wanted posters into the furnace and keep flying.

Excise Patrol Line

Heat 5+Can repeat
Two Excise customs cutters have formed a blockade line across this sky lane, stopping and searching every vessel. They've already spotted your ship.
  • Full speed ahead—try to outrun the cutter!
  • [Drive 3] Push your upgraded Drive engines to outrun the cutters.
    Drive level 3+
  • [Forged papers] Flash forged registry numbers with your signal lamp.
    1 forged papers
    The patrol checks your forged registry code against their list, finds no warrants, and waves you straight through!
    −1 forged papers−1 heat
  • [Signal Whistle] Have crewmate blow a false Excise distress call on the Signal Whistle.
    Crew: Carries Signal Whistle
  • Cut your engines and submit to a customs inspection.
    You heave to as an Excise boarding party rows over with mana-meters.

Midnight Courier

Heat 3+
An Excise patrol lieutenant signals your ship using a hooded private lamp: for 30 silver, she'll tear the warrant page with your ship's name out of her patrol book.
  • Send 30 silver across to bribe the lieutenant.
    Costs 30 silver
  • [Vulpine] Have crewmate read her expression through a spyglass and offer half price. (15 silver)
    Crew: VulpineCosts 15 silver
    "She's brand-new to taking bribes—she'll settle for half," crewmate advises. Sure enough, she accepts fifteen silver and strikes your name.
    −2 heat
  • [Quartermaster] Have crewmate demand a signed customs clearance slip along with the bribe. (30 silver)
    Crew: QuartermasterCosts 30 silver
    crewmate insists she sign an official clearance voucher before handing over the thirty silver—lowering your Heat and giving you valid papers!
    −3 heat+1 forged papers
  • [Crown +2] Flash your high-level Crown credentials to make her back down for free.
    The Crown standing 2+
    Realizing you have powerful friends in the Admiralty, she hastily shutters her lamp and strikes your name without charging a coin.
    −1 heat
  • Refuse.
    She shrugs, logs your ship's sighting, and sails on.

Black-Market Fence

Carrying contraband cargo
An unmarked smuggling boat with a fresh coat of cloud-grey paint glides alongside your ship. Her captain signals that she's buying contraband cargo right here in open sky.
  • Lift the cellar hatch.
  • [Vulpine] Have crewmate charge her a 10-silver inspection fee before opening the hatches.
    Crew: Vulpine
    She laughs and pays the ten-silver fee up front, which tells crewmate everything about her profit margins.
    +10 silverOpens a shop
  • [Undertow +1] Ask if she's buying supplies for the Undertow's Cistern project.
    The Undertow standing 1+
    She eagerly buys your contraband for sixty silver on behalf of the Undertow, clearing your hold and lowering your Heat!
    Lose contraband cargo+60 silver+1 The Undertow standing−1 heat
  • [Crown +1] Betray the fence by signaling a nearby Excise patrol cutter.
    The Crown standing 1+
    The Excise cutter seizes her smuggling boat and rewards you by looking the other way on your own cargo.
    +1 The Crown standing−1 The Undertow standing−2 heat
  • Keep your hatches shut and fly on.
    She salutes and slips back into the cloudbank.

The Forger Brothers

Two brothers in a leaky skiff pull alongside, selling forged ship documents out of a biscuit tin. "Clean registry numbers, debt-clearance seals, Charter passes—thirty silver a set, guaranteed!"
  • Buy a set of forged transit papers. (30 silver)
    Costs 30 silver
  • [Lowborn] Have crewmate haggle with them in river-dock slang. (20 silver)
    Crew: LowbornCosts 20 silver
    Once crewmate mentions knowing their mother back on the docks, the brothers drop the price to twenty silver and hand over their best forgery.
    +1 forged papers
  • [Quartermaster] Have crewmate inspect every document before paying. (30 silver)
    Crew: QuartermasterCosts 30 silver
    crewmate rejects three flawed forgeries before picking out a fourth set that is completely indistinguishable from genuine Charter papers.
    +1 forged papers
  • [Forger's Kit] Show off your own masterwork blanks from your Forger's Kit.
    Fitting: Forger's Kit
    Impressed by your craftsmanship, the brothers pay you twenty silver for two of your blank certificates!
    +20 silver
  • Decline the clerk's offer.
    The brothers tip their caps and drift away, bailing out their leaky skiff.

The Beacon Tender

A Guild lamplighter in a maintenance balloon is tending the floating beacon lamps along this sky lane. She has run out of fuel with three beacons still dark ahead.
  • Give her two crystal to relight the remaining beacons. (2 crystal)
    Costs 2 crystal
    With your fuel, she lights the final three beacons, illuminating the sector ahead and earning you Guild goodwill.
    Reveal 3 waypoints+1 The Guild standing
  • [Fire mage] Have crewmate ignite the three beacons with fire magic from your deck.
    Crew: Mage · Fire caster
    crewmate launches three precision fireballs that ignite the dark beacons in sequence, lighting up the sector ahead!
    −12 mana (the crewmate who acted)Reveal 3 waypoints
  • [Totem: Owl] Have crewmate scout the unlit sky lane using Owl-totem sight.
    Crew: Totem: Owl
    crewmate peers effortlessly through the gloom and charts the dark lane ahead without needing the beacons lit.
    Reveal 2 waypoints
  • [Avian] Have crewmate fly a can of lamp oil up to her balloon.
    Crew: Avian
  • Wish her crew safe skies and fly on into the dark.
    Her lone balloon lantern fades astern.

Leviathan Pod

A pod of giant crystal leviathans rises majestically through the clouds a mile off, glowing from within and trailing ribbons of mist. Your entire crew stops work to watch in awe.
  • Match their course and fly alongside the pod for an hour.
    Cruising peacefully beside the gentle giants restores your crew's spirits and eases their fatigue.
    Heal 20 HP
  • [Air mage] Have crewmate steer the ship into the pod's powerful slipstream.
    Crew: Mage · Air caster
    Your wind mage rides the leviathans' updraft for a full watch, saving three crystal in Hearth fuel!
    −6 mana (the crewmate who acted)+3 crystal
  • [Chiropteran] Have crewmate listen to the pod's deep echolocation songs.
    Crew: Chiropteran
    By listening to how the whales' calls echo off distant spires, crewmate maps out three surrounding sectors on your chart.
    Reveal 3 waypoints
  • Run out your harpoons and attack the nearest leviathan for its crystal!
    As you open fire, the bull leviathan wheels around to charge your ship!
    Battle: Crystal leviathanIf you win:+5 crystal

Stalled Mail Courier

A Guild mail vessel hangs stalled in midair with her drive fans dead. Her captain signals urgently: the mail sacks aboard must reach the next port by dawn.
  • Come alongside and take the mail sacks aboard to deliver them.
  • [Repair 2+ / Gnome] Send crewmate over to repair her stalled drive fans.
    Either: Crew: Repair 2+ / Crew: Gnome
    crewmate gets her drive fans spinning within the hour, and the grateful mail captain pays you twenty-five silver plus local route intel.
    +25 silver+1 The Guild standingReveal 1 waypoints
  • [Vulpine] Offer to help while crewmate secretly steams open the official mail.
    Crew: Vulpine
  • [Lookout 2] Inspect the stalled mail ship through your high-powered spyglass first.
    Lookout level 2+
    Your lookout spots armed pirates hiding on deck—none wearing Guild uniforms. You steer clear of the ambush and collect a fifteen-silver reward for warning the next port.
    +15 silver+1 The Guild standing
  • Set course and fly on.
    Her signal lamp keeps blinking astern as you fly past.

Becalmed Fishing Boat

A family's small fishing kite-boat hangs stranded in dead-calm air, its cloud-nets slack and empty. Two children wave from the basket while their exhausted father watches in silence.
  • [Air mage] Have crewmate summon a steady wind to fill their sails and nets.
    Crew: Mage · Air caster
    crewmate sends a strong gust into their sails, filling their nets with cloud-eels—and they gratefully toss a basket of fresh fish across to your deck.
    −10 mana (the crewmate who acted)+3 provisions
  • [Water mage] Have crewmate condense fresh drinking water from the clouds to refill their empty casks.
    Crew: Mage · Water caster
    crewmate fills every water cask aboard their boat from the mist, and the grateful father sends over two measures of dried fish.
    −8 mana (the crewmate who acted)+2 provisions
  • [Boarding Harpoon] Hook their boat and tow them a mile out to moving wind. (1 crystal)
    Room: Boarding HarpoonCosts 1 crystal
    You tow the family's boat into a lively wind current, and they pay you generously with four measures of fresh fish.
    +4 provisions
  • Pass a basket of bread and water across to the family. (1 provision)
    Costs 1 provisions
    In thanks, the father ties a hand-carved wooden fish charm to your line, blessing one of your crewmates with good luck.
    Trait: Lucky
  • Set course and fly on.
    The children slowly stop waving as your ship disappears into the distance.

Floating Drift-Market

Forty small boats have lashed themselves together in a calm air pocket, forming a bustling floating bazaar of canvas awnings, lanterns, and hawkers.
  • Browse the stalls.
    A trader in a fish-scale apron waves you over to inspect her wares.
    Opens a shop
  • [Gnome] Send crewmate down the tinkers' row to look for rare gear.
    Crew: Gnome
    crewmate ducks between the workshops and leads you to the best artificer stall on the raft.
    Opens a shop
  • [Heat 3+ / Undertow +1] Slip behind the curtain at the back to visit the black-market stalls.
    Either: Heat 3+ / The Undertow standing 1+
    Behind the fishmongers' stalls, a hidden smuggler's market opens its crates to you.
    Opens a shop
  • [Vulpine] Let crewmate work the bazaar crowd for quick arbitrage.
    Crew: Vulpine
  • Set course and fly on.
    The noisy clatter of the floating bazaar fades a mile astern.

Clan Funeral Barge

An unmanned clan funeral barge drifts along the ley current heaped with feathers and lit candles, carrying an elder Avian warrior laid out on a ceremonial bier.
  • Lower your flag and ring the ship's bell in salute.
    Your ship's bell rings out across the quiet sky in respectful tribute.
  • [Beastborn] Have crewmate sing the traditional clan passing-song.
    Crew: Beastborn
    crewmate sings the ancient farewell across the water, and a distant clan horn sounds an answering note from the clouds.
    +1 The Clans standing
  • [Kin-caster] Have crewmate weave a ceremonial blessing over the bier.
    Crew: Kin-caster
    crewmate casts a traditional kin-blessing over the fallen elder, earning the respect of the watching clans.
    −8 mana (the crewmate who acted)+1 The Clans standing
  • Record the fallen elder's name from the prow into your ship's logbook.
    Honoring the stranger's memory brings a quiet sense of peace to your crew and earns clan goodwill.
    Heal 15 HP+1 The Clans standing
  • Board the funeral barge and loot the grave offerings.

Crippled Merchant Brig

Open skyWreck
A merchant brig limps along ahead with her keel-stone flickering and a deep structural crack splitting her lower hull. Her captain hails you, offering silver for a tow to the nearest beacon.
  • [Boarding Harpoon] Hook her with your winch and tow her to the beacon. (3 crystal)
    Room: Boarding HarpoonCosts 3 crystal
  • [Stone Warden] Have crewmate reinforce her cracked keel-stone from your deck.
    Crew: Warden · Stone caster
    crewmate projects stabilizing stone-magic across the gap for an hour, holding her keel together until she reaches port and pays you thirty-five silver.
    −15 mana (the crewmate who acted)+35 silver+1 The Guild standing
  • [Shaper] Send crewmate over to fuse the cracked keel timber shut with wild magic.
    Crew: Wild caster · Shaper
    crewmate welds the split keel back together like clay! In gratitude, the merchant captain gifts you a set of Keel Runes ship fittings.
    Wear on the crewmate who actedFitting: Braced Keel Beam
  • Pull alongside to patch her hull with timber and wedges.
  • Set course and fly on.
    The crippled brig limps slowly out of sight.

Wild Ley-Current

A surging ley-line current cuts across your course like a river of glowing glass. Riding the slipstream will carry your ship far ahead to scout the sector, provided the turbulence doesn't wrench your hull.
  • Ride it.
  • [Air mage] Have crewmate read the wind eddies to steer down the smooth center of the current.
    Crew: Mage · Air caster
    crewmate guides the ship down the calm core of the ley-stream, charting four sectors while the ambient energy recharges all your mages!
    Reveal 4 waypoints+15 mana (your mages)
  • [Rigger] Have crewmate trim the sails to ride the safe outer edge of the current.
    Crew: Rigger
    Working the lines with expert precision, crewmate skims the edge of the current to chart three sectors and hone their Drive skills.
    Reveal 3 waypoints+1 Drive skill XP
  • [Ley Sail] Unfurl your specialized Ley Sail to drink in the current.
    Fitting: Ley Sail
    Your Ley Sail captures the raw ley-current effortlessly, charting five sectors while recharging all your mages!
    Reveal 5 waypoints+20 mana (your mages)
  • Steer clear of the turbulent current.
    You hold to calm air and let the glowing stream pass beneath you.

Guild Survey Drone

Open skyWreck
A ticking brass Guild survey drone circles your ship twice, lands on your bow rail, and begins sketching your hull and registry numbers onto a copper plate.
  • Let the drone finish its sketch unhindered.
    The drone finishes recording your ship—raising your patrol Heat slightly—but leaves a copy of its local sector chart pinned to your rail before flying off.
    Reveal 2 waypoints+1 heat
  • [Ice mage] Have crewmate freeze its clockwork gears and capture it.
    Crew: Mage · Ice caster
    crewmate freezes the drone's joints solid so you can reprogram it in your Construct Bay as a Survey Kite!
    −8 mana (the crewmate who acted)Construct: Kite Ward−1 The Guild standing
  • [Gnome] Have crewmate pop open its casing and copy its memory plates.
    Crew: Gnome
    crewmate copies the drone's complete navigation charts—revealing four sectors—and pockets a spare bolt before sending it on its way.
    Reveal 4 waypoints+1 bolts
  • [Gunner] Have crewmate blast the snooping drone off your rail.
    Crew: Gunner
    A single shot shatters the drone into three measures of scrap bolts, though the Guild takes note of its destruction.
    +3 bolts−1 The Guild standing
  • [Guild +1] Flash your Guild credentials to request its survey data.
    The Guild standing 1+
    Recognizing your Guild standing, the drone dips politely and prints out a full chart of four nearby sectors.
    Reveal 4 waypoints
  • Throw a heavy canvas tarp over the drone and release it facing backward.
    Blindfolded under the tarp, the confused drone buzzes off in the opposite direction without recording your ship.

Pursued Guild Courier

Two single-seat courier kites burst out of a cloudbank in a desperate chase. The lead Guild rider flashes a distress signal: "Take my dispatch packet—the rider behind me is a pirate scout!"
  • Catch the courier's dispatch line and haul the packet aboard.
  • [Avian] Have crewmate intercept the courier midair to take the packet cleanly.
    Crew: Avian
    crewmate swoops out, snatches the sealed Guild packet in midair, and lands back on deck before the pursuer can react!
    Cargo: 1 × sealed+1 The Guild standing
  • [Eagle Eye] Have crewmate snipe the pursuing kite's wing with a ballista bolt.
    Crew: Eagle Eye
    With one dead-eye shot, your gunner shreds the pursuer's kite wing! The grateful Guild courier tosses a twenty-five-silver reward onto your deck.
    −1 bolts+25 silver+1 The Guild standing
  • [Free Captains +1] Flash a Free Captains truce signal to call off the pursuer.
    The Free Captains standing 1+
    Honoring your standing under the Articles, the corsair scout breaks off the chase—and the amazed Guild courier pays you twenty silver anyway!
    +20 silver+1 The Free Captains standing
  • Stay out of the chase and hold your course.
    The two racing kites vanish into the next cloudbank.

The Hospital Skiff

A medical skiff flying a white healing lantern pulls alongside and asks if you have wounded crew aboard. Her chief surgeon is a veteran Emberkin healer.
  • Pay her 20 silver to treat all your wounded crew.
    Costs 20 silver
    In under an hour, she stitches, splints, and patches up every injured sailor on your ship.
    Heal 60 HPLoses trait: Wounded
  • [Surgeon] Have crewmate exchange medical techniques with her instead of paying coin.
    Crew: Surgeon
    The two surgeons swap field techniques while treating your wounded crew, healing everyone for free and teaching crewmate a new surgical stitch.
    Heal 40 HPLoses trait: Wounded
  • [Emberkin] Have crewmate greet her in the traditional Emberkin tongue for a kinship discount. (8 silver)
    Crew: EmberkinCosts 8 silver
    Warmly welcoming crewmate as kin, she treats every wounded sailor aboard for a token fee of eight silver.
    Heal 60 HPLoses trait: Wounded
  • [Silvered] Pay 50 silver for a specialized device to treat silver-dust poisoning.
    Crew: SilveredCosts 50 silver
    She sells you a medical Silver Filter device in a velvet pouch and warns crewmate to stay away from refinery dust.
  • Thank her and fly on.
    She raises her white lantern in salute and drifts on down the lane.

The Aging Beacon Keepers

Open skyCrystal outcrop
An elderly couple tends a lonely navigation beacon atop a barn-sized floating rock. Their main crystal core is nearly spent, and without fresh fuel the entire sky lane will go dark.
  • Donate three crystal to refuel their navigation beacon. (3 crystal)
    Costs 3 crystal
    The beacon blazes back to full strength, illuminating three sectors ahead—and the grateful couple insists on giving you two sacks of potatoes.
    Reveal 3 waypoints+1 The Guild standing+2 provisions
  • [Stone mage] Have crewmate mend the cracked stone foundation beneath the beacon tower.
    Crew: Mage · Stone caster
    crewmate fuses the fractured rock foundation solid. In thanks, the old keeper gifts you his personal navigation chart covering four sectors!
    −12 mana (the crewmate who acted)Reveal 4 waypoints+1 The Guild standing
  • [Galley] Cook a hot supper for the couple and anchor for the evening. (2 provisions)
    Room: GalleyCosts 2 provisions
    Over a hot meal, the keepers share decades of local sky lore—revealing two sectors while your crew enjoys a restful night.
    Heal 25 HPReveal 2 waypoints
  • Rob the elderly couple of their remaining beacon crystal.
  • Set course and fly on.
    Their dimming beacon light flickers astern as you fly on.

Salvaged Heavy Ballista

Open skyWreck
A small salvage crew has winched a massive bronze Heavy Ballista out of a wreck, but their light sloop's keel isn't strong enough to carry it. They offer to sell the weapon cheap to a larger ship.
  • Buy the Heavy Ballista for 45 silver.
    Costs 45 silver
  • [Ursine] Have crewmate haul the ballista across single-handedly to impress them into a discount. (30 silver)
    Crew: UrsineCosts 30 silver
    Stunned watching crewmate carry the bronze ballista up the gangplank alone, the salvors knock fifteen silver off the price out of sheer respect!
  • [Ballast Charm] Use your Ballast Charm to lighten the weapon and haggle the price down. (35 silver)
    Fitting: Ballast CharmCosts 35 silver
    Your Ballast Charm makes the heavy bronze weapon float across like wickerwork, and the impressed salvors let it go for thirty-five silver.
  • Pass on the ballista and buy their loose ammunition instead. (10 silver)
    Costs 10 silver
    For ten silver, you haul aboard four crates of serviceable ballista bolts.
    +4 bolts
  • Decline the offer and fly on.
    The salvors sit down on the heavy bronze weapon to wait for the next freighter.

Admiralty Buyer

Carrying the ShardAct II+
An unmarked black warship armed with heavy naval cannons pulls alongside your ship. A wealthy Admiralty agent at the rail politely offers to buy the void Shard in your hold for 280 silver.
  • Sell the void Shard to the Admiralty for 280 silver.
    You hand the Shard over in a lead-lined case and collect 280 silver. Without its hum, your hold feels noticeably colder and quieter.
    Sell the Shard for 280 silverLedger: Cold Coin
  • [Vulpine] Have crewmate haggle for a higher price.
    Crew: Vulpine
  • [Striker] Have your Striker mage crewmate stand ready at the rail to intimidate him.
    Crew: Striker
    Eyeing the crackling energy around crewmate's hands, the Admiralty agent thinks better of starting a fight and veers off.
    −1 The Crown standing
  • Refuse.

Undertow Buyers

Carrying the ShardAct III+
An unmarked grain barge hails your ship by name. Her crew have silver-stained nails and grease-blackened sleeves. "That void Shard in your hold belongs in the Cistern," their spokeswoman calls across. "Sell it to the Undertow—we'll pay three hundred silver."
  • Sell the void Shard to the Undertow for 300 silver.
    They count out three hundred silver in mixed district coin and reverently carry the Shard aboard their barge.
    Sell the Shard for 300 silverLedger: Cold Coin
  • [Undertow +2] Call upon your high Undertow standing to ask for their full war-chest price.
    The Undertow standing 2+
    Recognizing a proven ally of the cause, the spokeswoman brings out a second purse and pays you 350 silver for the Shard!
    Sell the Shard for 350 silverLedger: Cold Coin
  • [Wild caster] Have crewmate ask what the Undertow's Cistern project is actually for.
    Crew: Wild caster
    "It's a reservoir to hold all the sky's magic in one place, so the Crown and Guild can never ration it again," she explains. crewmate remains thoughtful all day, and you keep the Shard for now.
    +1 The Undertow standing
  • [Crown +1] Betray the barge's coordinates to the nearest Excise patrol post.
    The Crown standing 1+
    The Excise patrol pays you thirty silver for the tip and intercepts the Undertow barge with no quarter given.
    +30 silver+1 The Crown standing−2 The Undertow standing
  • Refuse.
    Disappointed by your refusal, the Undertow barge casts off and disappears into the clouds.
    −1 The Undertow standing

The Shard Absorbs the Hush

Carrying the Shard
Down in the hold, the void Shard begins to hum loudly. Off your port bow, a drifting pocket of grey Hush fog is being sucked straight into your hull as the Shard absorbs it.
  • Hold course and let the Shard absorb the pocket of Hush.
    The Shard absorbs the grey fog completely, growing stronger in the process while restoring clear blue sky.
    +2 Shard charge
  • [Hush-touched] Have crewmate stand at the rail to channel the passing Hush energy.
    Crew: Hush-touched
    crewmate draws in the ambient energy as the fog streams past, charging the Shard and completely filling their own mana pool!
    +1 Shard charge+40 mana (the crewmate who acted)
  • [Chiropteran] Have crewmate listen inside the shrinking fog bank for trapped ships.
    Crew: Chiropteran
    crewmate pinpoints a stranded merchant skiff inside the fog! Once the Shard absorbs the Hush, the rescued crew rewards you with twenty-five silver.
    +2 Shard charge+25 silver+1 The Guild standing
  • [Ward Loom] Weave containment wards around the hold to block the Shard from feeding.
    Room: Ward Loom
    Your mages spend their mana weaving tight containment wards around the hold, cutting off the Shard before it can grow stronger.
    −15 mana (your mages)
  • Burn extra fuel to fly clear before the Shard can absorb the fog. (1 crystal)
    Costs 1 crystal
    You gun the engines and pull away, though the Shard still absorbs a small fraction of the fog before you clear it.
    +1 Shard charge

Nightmares of the Shard

Carrying the ShardAct II+
Half your crew woke from the exact same nightmare last night: a dry riverbed beneath the mountain where something vast and hungry waited with its jaws open.
  • [Any caster] Have crewmate sleep directly beside the Shard to confront the vision.
    Crew: Any caster
  • [Still Room] Have your casters enter the dream together inside the shielded Still Room.
    Room: Still Room
    Working together in the Still Room, your casters trace the dry riverbed in the vision to real landmarks—charting three sectors on your map!
    Reveal 3 waypoints−10 mana (your mages)
  • Keep a lantern lit and take turns reading the ship's log aloud all night to ward off the nightmare.
    The steady sound of familiar voices keeps the nightmare at bay, letting the crew rest and recover.
    Heal 20 HP
  • Wrap the Shard's crate in heavy lead sheeting to dampen its influence. (2 bolts)
    Costs 2 bolts
    Lining the locker with lead sheeting quiets the nightmares and drains some of the Shard's accumulated power.
    −1 Shard charge
  • Tell the crew it's only a bad dream and order them back to sleep.
    No one buys the reassurance, and the crew spends a restless night.

Sleeping Beside the Shard

Carrying the ShardCrew: Wild caster
Every night this week, your wild caster crewmate has been dragging a blanket down into the hold to sleep beside the void Shard—because its presence completely stops stray magic from leaking out of their hands.
  • [Wild caster] Let crewmate keep sleeping beside the Shard.
    Crew: Wild caster
    crewmate enjoys deep, restorative sleep while the Shard quietly feeds on their stray magic, growing stronger each morning.
    +2 Shard chargeHeal 15 HP
  • [Wild caster] Order crewmate out of the hold so they learn to control their magic without a crutch.
    Crew: Wild caster
  • [Wild caster, Still Room] Assign crewmate a bunk in the shielded Still Room instead.
    Crew: Wild casterRoom: Still Room
    The Still Room safely contains your wild caster's stray sparks without feeding the Shard, letting everyone rest easy.
    Heal 10 HP
  • Padlock the Shard's storage locker.
    Locked out of the hold, your wild caster curls up in the gangway outside the door instead.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord