Events · Hails & encounters
17 events. Ships that hail you between waypoints.
Index of this page
Pirate Sloop
Can repeat
A sleek pirate sloop drops out of the cloud bank with her weapon ports open. Her captain hails you across the gap, demanding tribute or blood.
- Open fire on the pirate sloop.You bring your weapons to bear as the pirate sloop charges in.Battle: Sky pirates
- Pay their tribute demand. (25 silver)Costs 25 silverThe pirate captain catches your purse on a line, tips his hat, and breaks off into the clouds.
- [Free Captains +1] Call on the Free Captains' Articles.The Free Captains standing 1+"Flying under the Articles, are you? Fair winds, then." The pirate sloop turns away without firing a shot.
- [Vulpine] Bluff them: "Stand clear, we have plague aboard!"Crew: Vulpine
Customs Cutter
Open skyHeat 2+Can repeat
A blue-and-brass Excise cutter pulls alongside and flashes her signal lamp: heave to for an immediate customs inspection.
- Heave to and let the inspectors board.A customs inspector climbs over your rail with a brass mana meter in hand.
- Full speed ahead—try to outrun the cutter!
- [Forged Papers] Flash falsified registry signals from a distance.1 forged papersThe cutter's signalman checks your forged registry numbers, finds everything in order, and waves you on.−1 forged papers
Guild Merchant Packet
Can repeat
A heavily laden Guild merchant ship signals that she has surplus cargo to trade before moving on.
- Pull alongside and trade.Her crew extends a boarding plank lined with crates of supplies and equipment.Opens a shop
- Signal your thanks and fly on.The merchant dips her flag in salute and continues down the lane.
- Attack the merchant ship and seize her cargo.The merchant captain spots your weapons swinging toward her hull and frantically signals for combat stations!+2 heat−2 The Guild standingBattle: Guild convoy
Adrift
Open skyWreck
A small freighter hangs motionless ahead, her sails furled and her keel-glow fading to dim embers. No one answers your hail.
- Send a boarding party to search the ship.
- [Lookout 2] Glass the derelict carefully from a safe distance first.Lookout level 2+Your lookout spots a pirate sloop lurking in the cloud shadow below the wreck. You wait until the raiders give up and leave, then strip the freighter's cargo in safety.+4 crystal+20 silver
- Leave the derelict alone and fly on.You give the silent ship a wide berth and continue on your course.
The Falling Barge
A cargo barge ahead has lost its keel enchantment and is plummeting toward the cloud floor, her terrified crew clinging to the rails!
- [Air Warden] Cast Sky Disks to ferry her crew across.Crew: Air caster · Wardencrewmate conjures platforms of compressed air beneath the falling sailors, carrying them safely to your deck two by two. One grateful survivor asks to join your crew.−15 mana (the crewmate who acted)New crewmate: Deckhand+1 The Guild standing
- [Stone Warden] Anchor her keel with stone-magic long enough for her crew to jump.Crew: Stone caster · Wardencrewmate projects a Keelstone ward across the gap, arresting the barge's fall just long enough for her crew to leap aboard with a cache of salvage.−14 mana (the crewmate who acted)+40 silver+1 The Guild standing
- [Boarding Harpoon] Fire the harpoon into her hull and haul her up.Room: Boarding Harpoon
- Bring your ship right alongside and throw rescue lines to her crew.
- Hold your course—it's too dangerous to intervene.You watch the barge plummet until the clouds swallow her whole.
Refinery Back Fence
Refinery
Behind the refinery perimeter, a young dealer is selling illegal mana-dust by the pinch. One of your crewmates is already walking over to buy.
- Let your crewmate buy from him.Your crewmate returns carrying a tin of dust, eyes dilated and fever-bright.+3 dust−9 silver
- [Mender] Tend the boy's cough and talk with him.Crew: Mendercrewmate treats the boy's dust-scarred lungs. In gratitude, he tips you off about an upcoming prisoner transport leaving the penal mines.Reveal 2 waypoints
- [Lowborn] Use your underworld contacts to buy cheap, off-grade fuel crystal instead.Crew: LowbornRecognizing a fellow Lowborn, the dealer sells you a crate of cloudy, unrefined fuel crystal at half price.+6 crystal−8 silver
- Order your crewmate back to the ship immediately.
Dead Weather
Open skyStorm cellAct II+
Ahead lies a bank of eerily motionless gray cloud. There is no wind, no birdlife, and your ship's lanterns dim as you approach its edge.
- Push straight through the dead weather.As you cross the gray bank, your ship's systems flicker and your mages' mana pools drain away—while the Shard in your hold absorbs the void energy.−15 mana (your mages)+1 Shard charge
- [Chiropteran] Guide the ship through the safe pockets by echolocation.Crew: Chiropterancrewmate listens to the subtle acoustic boundary of the void pocket and steers you cleanly along its edge.
- [Air Mage] Sense the live wind currents and skirt the dead zone.Crew: Air casterYour air mage tracks a ribbon of live air around the dead bank, bringing you through safely.−1 crystal
- Burn extra fuel to detour wide around the dead zone. (2 crystal)Costs 2 crystalYou burn two crystal to make a wide, powered sweep through live air, keeping your lanterns bright the entire way.
- Heave to and wait for the dead weather to drift past.It takes hours for the sluggish gray bank to clear the lane, giving the pursuing Front time to advance closer.The front advances 1
The Refugee Skiff
A crowded skiff carrying six undocumented refugees hails you, begging for passage to the Reaches. One woman among them is visibly Leaking—sparks of wild, unlicensed mana drift from her fingertips.
- Bring all of them aboard.You shelter the refugees in your hold until the next port. When the others disembark, the wild caster offers to stay on as part of your crew.+2 heatNew crewmate: Wild caster+1 The Free Captains standing+1 The Undertow standingA wild caster reaches safety
- [Smuggler's Nook] Hide the wild caster in the secret compartment and carry the rest.Room: Smuggler's NookShe rides safely inside the shielded Smuggler's Nook, completely hidden from port mana meters.New crewmate: Wild caster+1 The Undertow standingA wild caster reaches safety
- Arrest them and hand them over at the next Charter checkpoint for the bounty.The customs inspector pays you eighty silver in bounty money. Your crew eats in grim silence that night.+80 silver+1 The Crown standing−1 The Undertow standing
- Give them spare food and water, but refuse them passage.Costs 3 provisionsThey accept the rations gratefully and watch your ship pull away.+1 The Free Captains standing
Crystal Outcrop
Crystal outcropCan repeat
A floating spire of rock drifts nearby, its cliffside glittering with veins of raw power crystal.
- Send a work crew with pickaxes to mine the crystal.
- [Stone Mage] Coax the crystal veins out of the rock with magic.Crew: Stone castercrewmate parts the living stone cleanly, extracting double the crystal yield without risking a rockslide.+12 crystal
- Pass it by—mining unstable rock is too risky.You leave the outcrop behind for the next crew bold enough to try.
Thunderhead Squall
Storm cellCan repeat
The sky bruises purple-black ahead as a violent storm cell crosses your lane. Heavy hail hammers the deck and gale-force gusts wrench the helm.
- Brace the rigging and fly straight through the storm.
- [Air Mage] Steer the ship through the calm eye of the storm.Crew: Air castercrewmate reads the wind shear and guides the ship through the tranquil center of the storm, shaking off your pursuers without taking a scratch.−2 heat−10 mana (the crewmate who acted)
- Burn fuel crystal to hold steady along the storm's outer edge. (1 crystal)Costs 1 crystal
- Take in the sails and wait for the storm cell to pass.You ride at anchor all night waiting for the gale to clear, allowing the pursuing Front to close the distance.The front advances 1
The Humming Wreck
Wreck
A wrecked airship lies wedged against a mountain crag. Even from a distance, you can hear something deep inside her shattered hull humming with energy.
- Land a salvage party and search the interior.
- [Lookout 3] Scan the wreck from above with your spyglass before landing.Lookout level 3+From the masthead, your lookout spots a dangerous void shard pulsing in the lower hold alongside crates of contraband on the upper deck. You swoop in, grab the crates, and leave the cursed shard behind.Cargo: 2 × contraband
- Use grappling hooks from hover to snag surface salvage without landing.Working carefully from the air, you haul up a modest load of scrap and cargo without setting foot inside.+3 crystal+3 bolts
Gloomwing Swarm
Open sky
What looks like a dark cloud boils up from the chasm below—thousands of ravenous moth-bats rising to chew through your sails and rigging!
- Clear the decks and fight off the swarm!The cloud of wings engulfs your ship as your crew scrambles to battle stations.Battle: Gloomwing swarm · Close range
- [Fire Mage] Incinerate a path through the swarm.Crew: Fire castercrewmate unleashes a sheet of flame across the bow, scattering the singed swarm in seconds.−12 mana (the crewmate who acted)
- Extinguish all lanterns and drift silently until they pass.
Bounty Hunters
Either: Heat 6+ / Crew: WarrantCan repeat
An armored gray cutter flying a bounty hunter's pennant pulls alongside, weapons trained on your deck. "You have a wanted fugitive aboard," her captain calls. "Hand them over in chains and we'll let your ship pass."
- Refuse and fight the bounty hunters.The bounty hunter cutter fires a grappling harpoon and opens fire!Battle: Bounty hunters · Close range
- Surrender your wanted crewmate to the bounty hunters.Crew: WarrantThe hunters haul crewmate away in irons. The rest of your crew refuses to meet your eyes.the crewmate who acted leaves the ship+60 silver+1 The Crown standing
- Bribe the hunters to look the other way. (60 silver)Costs 60 silverThe captain weighs your silver purse, nods, and pulls away—for now.−1 heat
Vision in the Still Room
Room: Still RoomCrew: Any caster
After a deep meditation session in the Still Room, one of your crewmates emerges pale and focused. They say they encountered a spirit-totem waiting for them in the deep mana currents.
- Respect their privacy and let them keep the vision to themselves.crewmate nods in quiet gratitude and returns to the Still Room, centered and strengthened by the experience.+10 mana (the crewmate who acted)
- Ask your crewmate what kind of spirit they saw in the trance.
The Unlit
Open skyUnder the HushCan repeat
Out of the dead gray fog drifts an unlit ship. Her silent crew stands along the rail with silvered eyes—an Undertow vessel crewed by the Hollowed.
- Call the crew to battle stations and attack!Without a word or a signal, the Hollowed ship swings her bow toward you to attack.Battle: Hollowed ship
- [Undertow Standing +1] Flash the Undertow recognition sign.The Undertow standing 1+A silver-eyed officer on her deck raises one hand in acknowledgment, and the ghost ship slips back into the gray fog.
- Put out every lantern and drift motionless in the fog.
- Overcharge the keel and sprint for clear sky! (2 crystal)Costs 2 crystal
The Collector's Debt Patrol
Open skyUnder the HushCan repeat
An armed debt cutter flying the Collector's gray pennant intercepts you in the lane, weapons ready to enforce your unpaid Guild loan.
- Open fire on the debt cutter.Armed debt enforcers pack her rails as she closes for combat.Battle: Excise cutter
- Pay an immediate "inspection fee" to make them leave. (20 silver)Costs 20 silverThe chief enforcer pockets your twenty silver, hands you a stamped pass, and pulls away.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord