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Events · Acts, bosses & the Break

21 events. Act openings, boss aftermaths and the Break ending path.

Index of this page

Licensed

Can repeat
The Carriers' Guild has posted a notice at every port along the frontier: any ship that completes the regional circuit will earn a full Carrier's License. That means legal trade contracts, access to high-tier ports, and a clean record in the Charter's books.

Behind you, a bank of dead gray sky has been following your wake for three days. Dockworkers call it dead weather, and it is steadily gaining on you.
  • Unfold the Guild chart and begin the run.
    You lay out the Guild chart and plot your course into the next region.

Known

Can repeat
The city broadsheets are printing your ship's name—calling you "the crew that keeps flying out of dead sky alive."

The rest of the news is grim: frontier mageholds have gone dark overnight, and a mail courier was found drifting with its lamps cold and every sailor aboard dead in their bunks. The gray sky isn't weather. It is hunting for what you carry in your hold.
  • Burn the broadsheet and fly on.
    The paper burns to ash. Ahead, the sky is still clear—for now.

Sworn

Can repeat
Two couriers arrive at your mooring on the same morning. One carries an Admiralty dispatch sealed with the Crown's blue wax; the other brings an unsigned letter from the Free Muster, smelling of pitch.

Both factions want the same thing: your ship, your veteran crew, and the void Shard humming in your hold, committed to an open war that the rulers on the Peak still refuse to admit has begun.
  • Choose your faction and set course.
    Whichever side you back, you will have to prove your loyalty in the skies ahead.

The Front

Can repeat
As you enter the Front, the sky goes dead. There are no birds and no wind, and your deck lanterns dim to a faint blue flicker.

Ahead, the allied fleet holds a battered line against the Hush. Beyond them in the gray murk, the Undertow's massive flagship—the Cistern—is draining the magic out of the world.

A signal lamp flashes from the allied flagship: "The Cistern is protected by void wards that absorb spells and feed on mana. Hit it with physical bolt-throwers and boarding parties!"
  • Advance into the Hush.
    Your crew speaks in hushed voices as they prepare for battle. Your gunners check the physical bolt racks.

The Collector's Strongbox

Can repeat
The Dunning lists and burns. In the Collector's cabin, you find your ship's debt contract stamped PAID, a heavy purse of silver, and a lead-lined strongbox that hums against your palm.

Inside, wrapped in oilcloth, lies a fist-sized crystal with a dark void swirling at its core. Every mana meter on your ship goes dead the moment you lift it. Behind you, the clouds fall eerily still.
  • Claim the Shard and leave the Low Lanes.
    You lock the Shard in the hold, where it hums softly in the dark. Your debt is wiped clean, and the ship is truly yours.
    Completes the act

The Collector's Strongbox

Can repeat
The Dunning tilts and burns. In the Collector's cabin, you find the Guild's lane-toll ledger, a heavy purse of silver, and a lead-lined strongbox that hums against your palm.

Inside, wrapped in oilcloth, lies a fist-sized crystal with a dark void swirling at its core. Every mana meter on your ship goes dead the moment you lift it. Behind you, the clouds fall eerily still.
  • Claim the Shard and leave the Low Lanes.
    You lock the Shard in the hold, where it hums softly in the dark. You throw the toll ledger over the rail: this time, the Guild collects nothing.
    Completes the act

Slag and Silver

Can repeat
The refinery flagship Tallowmere crashes into the cliffs, her crystal vats bursting one by one. A Guild inspector who watched the battle from a safe distance flies alongside, surveys the wreck, and stamps a full citizen's clearance onto your charter.

"You are now a Licensed Carrier," she says. "And the Guild has taken note of how your ship keeps surviving the dead sky."
  • Accept the Carrier's License.
    Your record is wiped clean—your name is finally cleared in the Charter's books.
    Completes the act

The Broken Tollgate

Can repeat
The mage-lord's flagship drifts with darkened lanterns while the defeated lord sits slumped in his drained Casting Room. His steward hands over a grimoire and the dungeon permits for every magehold in the region.

Two days later, a courier delivers your official Carrier's License with a Guild note: "Your ship has a remarkable habit of surviving the dead sky."
  • Set course and fly on.
    Behind you, the barrier of toll-lanterns goes dark one by one.
    Completes the act

The Storm's Eye

Can repeat
The great storm finally breaks. Gentle rain falls for the first time in a month, and the clan halls atop the spires relight their signal fires.

An elder from Kestrel Spire boards your ship and inspects your battle-scarred deck. "You have earned kin-sky rights," she declares. "Our air lanes are open to you." She leaves behind a bolt of storm-gray silk and a young clan warrior eager to join your crew.
  • Accept the clan's gift and recruit.
    Word of your victory spreads across three regions within the week.
    Completes the act

Kin-Sky Rights

Can repeat
The storm breaks, and across the mountain spires the clan halls relight their signal fires.

No delegation boards your ship, but Kestrel Spire flashes a signal lamp as you pass: you have been granted kin-sky passage. You won no salvage or silver by sparing the beast, but the clans will remember your mercy.
  • Fly on with an empty hold and a heavier Shard.
    Below decks, the Shard hums with stolen void-energy all night.
    Completes the act

Clock Stopped

Can repeat
The Orrery's brass rings grind to a halt, stopping every synchronized clock across the Cogholds. One by one, gnomes step out onto their spire balconies to stare at your ship.

A Compact delegation soon arrives bearing an artificer's workbench, a crate of clockwork devices, and a formal diplomatic protest—all at the same time.
  • Accept the workbench, the devices, and the protest.
    Every faction in the Cogholds knows your ship's name now.
    Completes the act

Pale Sails

Can repeat
The pirate Regatta scatters in defeat. News travels fast through the Reaches: by the time you drop anchor at the next haven, the locals already know your name and have opened their private black market to your crew.
  • Fly on with your new reputation.
    Before long, envoys from the major powers will come looking for you.
    Completes the act

Royal Commission

Can repeat
The noble spectators on the Academy terraces rise to applaud. A senior Admiral in gilded dress uniform steps aboard and pins an officer's commission to your coat. "The Crown needs captains of your caliber," he declares—conveniently ignoring that his own Admiralty kept you on the Lowborn rolls as a criminal until today.
  • Accept the Admiralty commission.
    Ahead, out over the Front, a massive shape rises from the gray fog.
    Completes the act

Judges' Decision

Can repeat
The final bell rings with both ships still aloft. After a brief huddle, the marshals award the match to House Highwell on points. An official hands back your entry papers unsigned. "Well flown, Captain. You win no prize purse or commission today, but the air lane ahead is open to you."
  • Set course and fly on.
    Ahead, out over the Front, a massive shape rises from the gray fog.
    Completes the act

The Muster

Can repeat
The Crown blockade shatters, opening the hidden harbor of the Free Muster—a covert anchorage packed with a hundred unregistered warships. The Free Captains award you a Privateer's License, a full combat refit, and a night of raucous toasts.
  • Sign the Free Captains' Articles.
    Ahead, out over the Front, a massive shape rises from the gray fog.
    Completes the act

The Heart of the Cistern

Can repeat
The Cistern's massive siphon pipes hang limp. Its central vault stands open, revealing a house-sized void crystal slowly turning within—gorged on the stolen mana, light, and wind of an entire region.

In your hold, the Shard resonates so loudly you can feel it through the deck planks. Nearby, your patron's fleet flashes signal lamps, ordering you to stand aside so they can tow the Cistern home.
  • Surrender the Cistern to your patron's fleet.
    Your patron's warships move in and take the Cistern under tow.
    Ending: Deliver
  • [Undertow +2, Wild Caster, Shard 10+, Complete Cipher] Insert the Shard into the Cistern's core and seize control.
    The Undertow standing 2+Crew: Wild casterShard filled 10+
    You lock the Shard into the socket described by the Undertow cipher. The Cistern's core flares to life—answering solely to your command.
    Ending: Take
  • [All 7 Surveyor's Pages, Shard 12] Lead a strike team down into the core to destroy it.
    Shard filled 12+
    Guided by the Surveyor's structural blueprints, you assemble a boarding party and descend into the dark interior to shatter the core.

Into the Quiet

Can repeat
The corridors inside the Cistern are completely drained of mana. Magic lanterns die, mages feel their power go numb, and clockwork devices seize up. Only someone who relies on mundane skill or natural senses can guide the team down.
  • Select a point-person: a non-mage can light the way with an oil lantern, or a Chiropteran can navigate by echolocation.
    You organize your strike team and descend into the pitch-black shaft.
    Landfall: The Cistern's Heart
  • Abort the descent and return to the upper chamber.
    You climb back to the upper crystal vault to reconsider your options.

The Roots

Can repeat
The siphon conduits down here look more like living roots than metal pipes, still pulsing with stolen mana. Silver-eyed Undertow thralls tend the machinery in silence. They haven't spotted your team yet.
  • Sneak past the Undertow thralls.
    Crew: Vulpine / Chiropteran
    crewmate finds a narrow crawlspace between the pulsing conduits, leading the team past unseen.
  • Attack the thralls and force your way through.
  • [Wild Caster] Speak to them through the old magic to wake their minds.
    Crew: Wild caster
    crewmate speaks to them in the old wild-caster tongue. One by one, the silver fades from their eyes, and they collapse among the pipes weeping.
    Wear on the crewmate who acted+1 The Undertow standing

The Surveyor's Mark

Can repeat
You reach the structural flaw marked in the Surveyor's Pages: a crossed-circle symbol chiseled into the crystal housing years ago by the engineer who built it. Directly beneath the mark lies an exposed fracture line.
  • Advance into the core chamber.
    The Shard in your pack vibrates with deafening force as you step inside.

Shattering the Core

Can repeat
The colossal void crystal looms above you, absorbing all magic in the room. Spells are useless here—someone must crack the fracture line with brute physical force and drive the Shard into the gap.
  • [Ursine] Smash the fracture line with brute strength.
    Crew: Ursine
    crewmate heaves a heavy maul into the flaw. The crystal rings like a thunderclap and splits wide open.
  • [Marine] Strike the exact fault point shown in the blueprints.
    Crew: Marine
    crewmate plants their boots and drives a precision strike straight into the seam, sending a jagged crack racing up the core.
  • Have the entire team batter the fault line together.
    Working together, you hammer the seam until it finally cracks—though a violent shockwave of void energy lashes over the team first.
    50 damage to every crewmate

Nothing Refunds It

Can repeat
You jam the Shard into the crack, and the core shatters. All the stolen magic of the sky erupts outward in a blinding torrent, shaking the Cistern apart as the vault ceiling begins to collapse!
  • [Wild Caster] Make a sacrificial Last Cast to hold up the collapsing roof.
    Crew: Wild caster
    crewmate channels the torrent of returning mana to hold the tons of falling stone suspended in midair until the rest of the team escapes—though crewmate does not survive the collapse.
    the crewmate who acted diesLedger: The Last CastEnding: Break
  • Sprint for the ship before the vault collapses!

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