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Events · The Highwilds

34 events. Beastborn aeries on storm-wrapped spires.

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Wyrm on the Updraft

A massive skywyrm rides the warm updraft off a stone spire, its scaled coils glinting in the sun. It spots the glow of your keel-drive and banks toward you, looking for a meal.
  • Open fire on the pirate sloop.
    The skywyrm folds its wings and dives straight at your deck!
    Battle: Skywyrm
  • [Deep avian] Take wing and lure the wyrm away from the ship.
    Crew: Avian · Deep beastborn
    crewmate leaps from the rail, spreads their wings, and leads the skywyrm on a wild chase down the canyon. On the next spire, a clan aerie raises a feather-flag to salute the daring flight.
    10 damage to the crewmate who acted+1 The Clans standing
  • [Striker mage] Fire a warning blast right across the wyrm's snout.
    Crew: Striker
  • [Construct Bay] Launch a decoy construct to lure the wyrm away. (2 crystal)
    Room: Construct BayCosts 2 crystal
    The skywyrm snaps at the glowing decoy construct and chases it deep into the clouds, leaving your ship untouched.
  • Cut the keel-drive and drop into a steep dive to evade it.

Tangled Stormray

A young stormray has tangled itself in your upper rigging, thrashing its wings like wet canvas. Down below the cloud deck, a much larger adult stormray is calling out for its young.
  • [Rigger] Climb up and carefully cut the ray free.
    Crew: Rigger
  • [Blooded or Deep avian] Hover beside the ray and calm it.
    Crew: Avian · Blooded beastborn / Deep beastborn
    crewmate glides alongside the panicked creature, humming a low avian note until it stops thrashing and lets your crew untangle the lines safely.
    +1 The Clans standing
  • [Air mage] Lift the young ray out of the rigging on a gust of wind.
    Crew: Air caster
    crewmate summons an upward draft beneath the ray's wings, lifting it cleanly free of the ropes so it can glide back to its mother.
    −10 mana (the crewmate who acted)+1 The Clans standing
  • Hack away the tangled rigging to drop the ray quickly.
    You chop through your own shrouds to dump the creature free, losing a section of sail and rigging in the process.
    −2 hull
  • Kill the young stormray on the spot.
    Its dying shriek echoes through the clouds—and its furious mother bursts up from below to attack your ship!
    −1 The Clans standingBattle: Storm-ray · Close range

Kin-Sky

A clan warbird swoops across your bow and blocks the airway, her rails lined with armed beastborn boarders. "These are clan skies, low-flier!" her captain barks. "By what right do you cross them?"
  • [Deep beastborn] Have crewmate answer her in the ancient clan tongue.
    Crew: Beastborn · Deep beastborn
    crewmate steps to the bow and speaks the old greeting. The warbird captain inclines her head in respect, and her boarders sheathe their weapons.
    +1 The Clans standing
  • [Clans +1] Display the clan token of safe passage your ship earned.
    The Clans standing 1+
    "Fly in peace, kin-friend," the captain calls out, and her warbird banks away.
  • [Lupine] Answer with a traditional lupine challenge-howl.
    Crew: Lupine
  • Offer to pay them silver as a passage toll.
    "Do we look like lowland toll-collectors to you?!" Infuriated by the insult, the captain orders her warbird to attack!
    −1 The Clans standingBattle: Clan warbird
  • "By the right of our guns!" Man the batteries and attack!
    The warbird captain grins fiercely—that is an answer she understands. Her ship charges in to fight!
    Battle: Clan warbird

The Updraft Stair

A powerful thermal updraft rushes up the face of a cliff spire, marked with clan feather-flags. Glider couriers ride the rising air column to save a day's flight, though it is dangerously narrow for a full ship.
  • Steer into the thermal column and ride it up the spire.
  • [Avian] Fly ahead in the column to call out wind shifts.
    Crew: Avian
    crewmate rides the thermal just above your masthead, shouting down every gust shift so your helm can ride the column safely to the top.
    +4 crystalReveal 3 waypoints
  • [Helm 2+] Put crewmate at the wheel to thread the narrow thermal.
    Crew: Helm 2+
    crewmate holds the ship steady in the center of the roaring updraft, keeping your hull a safe spar's length from the cliff wall all the way up.
    +4 crystalReveal 2 waypoints+1 Helm skill XP
  • Take the long, safe route around the spire. (2 crystal)
    Costs 2 crystal
    You burn extra crystal to climb the long way around the cold mountain face without risking the cliff.

The Wounded Undertow Courier

A half-frozen avian courier drops onto your deck rail, a sealed message tube strapped to her leg. "Urgent peace terms from Kestrel Spire to Greyrun," she gasps. "My wings are spent—I can't make the final leg."
  • Bring her aboard and fly her to Greyrun. (2 provisions)
    Costs 2 provisions
    She warms herself by your Hearth the whole way. When you deliver her safely, Greyrun's warbirds dip their pennants in gratitude and share their local patrol charts.
    +1 The Clans standingReveal 2 waypoints
  • [Avian] Have crewmate fly the message tube to Greyrun while she recovers aboard.
    Crew: Avian
    crewmate flies the dispatch to Greyrun in a single afternoon. Rested and grateful, the avian courier asks to sign onto your crew.
    +1 The Clans standingNew crewmate: Avian, Rigger
  • [Vulpine] Secretly steam open and read the message before resealing it.
    Crew: Vulpine
    crewmate lifts the wax seal with a heated blade: Kestrel Spire is offering peace terms to cover a critical weakness in their defenses. crewmate reseals the tube without leaving a trace.
  • Sell the confidential dispatch to rival Thornhold instead.
    Thornhold's elders pay handsomely for Kestrel Spire's secrets, though the betrayed courier realizes what you've done and spreads word of your treachery.
    +60 silver−2 The Clans standing
  • Give her a warm blanket and point her toward Greyrun.
    She wraps the blanket around her shoulders and takes wing again, battling slowly into the headwind.

Eggs on the Ledge

On a storm-swept cliff ledge, a clutch of cask-sized skywyrm eggs steams in the freezing rain. The mother wyrm is away hunting, and wealthy collectors on the Peak pay a fortune for live eggs.
  • [Boarding Harpoon] Use the winch crane to hoist the eggs aboard from the air.
    Room: Boarding Harpoon
  • Land a shore party on the ledge to carry the eggs aboard.
  • [Emberkin] Curl around the eggs to keep them warm through the storm.
    Crew: Emberkin
    crewmate radiates steady heat around the clutch all night in the pouring rain. When the mother wyrm returns at dawn, she lets crewmate walk safely back aboard—and nearby clan scouts spread the tale of your deed.
    +1 The Clans standing
  • [Avian] Alert the nearest clan aerie about the exposed nest.
    Crew: Avian
    crewmate flies to the neighboring spire, and the aerie dispatches an egg-warden to protect the nest, rewarding your crew with smoked fish.
    +3 provisions+1 The Clans standing
  • Leave the eggs undisturbed and fly on.
    You steer clear of the ledge before the mother skywyrm returns from her hunt.

Two Clans

Two rival clan warbirds circle each other above a deep gorge, their rails bristling with armed boarders. One ship flies a white truce-feather from her masthead, but the other refuses to answer the signal.
  • Fly between them to carry the truce-feather across.
  • [Feud-talk] Reveal Kestrel Spire's secret dispatch to broker a settlement.
    Armed with the secret intelligence from the courier's tube, you show both captains they have more to gain from peace. The feud ends on the spot, and both clans honor you as a peacemaker.
    +2 The Clans standing
  • [Deep beastborn] Station crewmate on your bow as an impartial clan witness.
    Crew: Beastborn · Deep beastborn
    With a Deep beastborn witnessing the parley under clan law, neither captain dares break the truce. Their boarders sheathe their blades and begin negotiations.
    +1 The Clans standing
  • Side with the truce-seeking ship and attack the aggressor!
    You swing your batteries toward the aggressive warbird, and she turns to fight you!
    Battle: Clan warbirdIf you win:+40 silver
  • Stay out of their feud and fly on.
    As you leave the gorge behind, the two warbirds crash together and boarding planks slam across their rails.

The Exile

The HighwildsCrew: Beastborn
A clan warbird pulls alongside your ship, and her captain points a spear directly at crewmate. "That one was banished from Thornhold! Hand the exile over to face clan justice!"
  • [Beastborn] Let crewmate speak in their own defense before both crews.
    Crew: Beastborn
  • [Clans +2] Invoke clan guest-right to shield your crewmember.
    The Clans standing 2+
    "Guest-right," the captain mutters, spitting over the rail—but she dare not break ancient custom. Her warbird wheels away.
  • [Galley] Invite the warbird captain aboard to share a meal before any judgment. (2 provisions)
    Room: GalleyCosts 2 provisions
    Under clan custom, no judgment may be passed on an empty stomach. Over a second bowl of stew in your galley, the captain decides Thornhold's grudge can wait.
  • Refuse to surrender your crewmate and prepare to repel boarders!
    "Then you share their banishment!" the captain roars, and her warriors leap across the rails to board you!
    −1 The Clans standingBattle: Clan warbird · Close range
  • Surrender the accused crewmember to the warbird captain.
    Crew: Beastborn
    crewmate climbs onto the warbird's deck without a word. The clan captain salutes your compliance, leaving a bitter silence on your deck.
    the crewmate who acted leaves the ship+1 The Clans standing

The Hermit

On a craggy rock spire too small for an aerie, a Deep ursine hermit is smoking trout over a driftwood fire. He waves your ship down, holding up a whole smoked fish.
  • Buy a load of his smoked fish. (20 silver)
    Costs 20 silver
    He pockets your silver without counting it, loads your galley with smoked trout, and sketches the seasonal storm walls on your chart.
    +6 provisionsReveal 2 waypoints
  • [Ursine] Send crewmate ashore to sit by the fire with the old elder.
    Crew: Ursine
    crewmate sits beside the hermit in companionable silence until dawn, returning with a carved bear totem and a newfound inner calm.
    Trait: Totem: Bear
  • [Kin-caster] Ask the old elder to teach forgotten clan magic.
    Crew: Kin-caster
    The hermit was a clan lore-master before he grew tired of company. He drills crewmate in ancient casting techniques all night, cuffing their ears whenever they falter.
    +2 Casting skill XP
  • [Mender] Mend the hermit's badly healed leg.
    Crew: Mender
    crewmate resets and heals a forty-year-old fracture in the hermit's leg. Grateful to walk without pain, he gifts you the protective owl carving from his door.
    Wear on the crewmate who actedFitting: Owl Carving
  • Wave back and fly on.
    He shrugs and sits back down to eat the trout himself.

The Silent Aerie

A clan aerie on a distant spire has gone completely dark. Its warbirds hang motionless at their moorings with their crews lying cold and unconscious on deck—and an unlit Hollow ship is moored right among them.
  • Call the crew to battle stations and attack!
    The Hollow vessel doesn't answer your hail—she slips her mooring lines and turns to attack!
    Battle: Hollowed shipIf you win:+1 The Clans standing+6 crystal
  • [Chiropteran] Slip silently through the upper roost-tunnels to look for survivors.
    Crew: Chiropteran
  • [Wisper] Send a spirit wisp inside to scout the dark aerie.
    Crew: Wisper
    crewmate's wisp darts through the silent halls and returns shivering—everyone inside is unconscious from the Hush, but it maps the safe routes around the spire.
    Wear on the crewmate who actedReveal 2 waypoints
  • [Undertow +1] Flash an Undertow recognition signal at the unlit ship.
    The Undertow standing 1+
    A pale blue lamp blinks once from her rail in reply. The Hollow ship casts off and slips into the fog, leaving five crates of mana crystal on the dock for you.
    +5 crystal
  • Steer clear of the dark aerie and fly on.
    Unwilling to risk the Hush, you leave the silent spire behind.

Cloud-Goat Rustlers

A crew of pirates has landed on a high mountain meadow and is herding a clan's prized cloud-goats up a ramp into their cargo hold. A lone clan herder shouts curses at them from the rocks.
  • Attack the pirate ship and drive off the rustlers!
    The pirates abandon the loading ramp and run out their gun batteries to fight!
    Battle: Sky piratesIf you win:+1 The Clans standing+4 provisions
  • [Lupine] Stampede the herd away from the pirates.
    Crew: Lupine
    crewmate bounds onto the meadow and lets out a fierce hunting howl. The cloud-goats scatter high up the crags out of reach, forcing the pirates to leave empty-handed.
    +1 The Clans standing+2 provisions
  • [Gunner] Shoot away the pirates' loading boom from long range. (2 bolts)
    Crew: GunnerCosts 2 bolts
  • Buy a stolen goat from the pirates for your own galley. (30 silver)
    Costs 30 silver
    The pirates gladly sell you a plump cloud-goat for thirty silver, while the clan herder watches from the rocks and memorizes your ship's name.
    +5 provisions−1 The Clans standing
  • Set course and fly on.
    As you fly past without helping, the desperate herder resorts to hurling stones at the pirates.

Race to the Needle

A pack of young avian riders on glider-kites swoops alongside your rail, laughing and issuing a challenge: first to round the Needle Spire wins a forty-silver purse!
  • Accept the wager and race them around the spire. (40 silver)
    Costs 40 silver
  • [Air mage] Summon a tailwind to win the race. (40 silver)
    Crew: Air casterCosts 40 silver
  • [Helm 2+] Put crewmate at the wheel to cut inside their turn. (40 silver)
    Crew: Helm 2+Costs 40 silver
  • [Blooded or Deep avian] Race them wing-to-kite instead.
    Crew: Avian · Blooded beastborn / Deep beastborn
  • Decline.
    The young kite-riders wheel away into the clouds, jeering playfully at your caution.

The Sky Burial

Atop an isolated rock spire stands a wooden burial platform where a fallen clan warrior lies laid out for the sky-birds, her spear and silver offerings resting beside her. Three mourners watch quietly from a nearby warbird.
  • Ask the mourners for permission to record her name in your ship's log.
    Moved that a lowland ship would honor their dead, the mourners recite her full name and lineage as you record it in your log.
    +1 The Clans standing
  • [Avian] Join the mourners in the traditional death-song.
    Crew: Avian
    crewmate flies across to the warbird and sings the high lament with the mourners, earning the deep gratitude of their clan.
    +1 The Clans standing
  • Lower your ship's flag in respectful salute and fly on.
    The mourners on the warbird dip their pennants in answer as you pass.
  • Wait for the mourners to leave, then loot the silver offerings from the platform.

The Barter Raft

A clan trading raft suspended from four giant lift-kites hovers in the lane, stacked with smoked meat, cured wyrm-scale, and carved horn. The clan trader waves away your coin purse. "Keep your lowland silver! What real goods do you have to trade?"
  • Barter provisions for tough wyrm-scale hull plating. (4 provisions)
    Costs 4 provisions
    Wyrm-scale is less heavy and far tougher than iron plate. Your carpenter nails the scales over your damaged hull planks, restoring four points of hull.
    +4 hull
  • Barter mana crystals for a stockpile of smoked meat. (3 crystal)
    Costs 3 crystal
    You trade three crystals for enough smoked goat and mountain trout to fill your larder.
    +8 provisions
  • [Ship's Cook] Have crewmate cook a feast for the raft crew in exchange for gear.
    Crew: Ship's Cook
    crewmate simmers a rich stew for the kite-crew using their own cauldron. Well-fed and delighted, the trader gifts your ship a traditional clan war-drum.
    Fitting: War Drum
  • [Water mage] Refill the raft's empty water casks.
    Crew: Water caster
    Fresh water is scarce among the high spires. crewmate conjures clean water to fill every cask on the raft, and the grateful trader rewards you with smoked meat and wyrm-scales.
    −12 mana (the crewmate who acted)+6 provisions+2 hull
  • Insist on paying with silver coin.
    "Keep your dead metal!" the trader snaps in disgust, casting off your mooring lines.
    −1 The Clans standing

Freezing Rime

The high-altitude air is so bitterly cold that thick rime ice is forming across your sails and rigging. The extra weight is dragging the ship down, and the steering lines are freezing solid in their blocks.
  • Send the whole crew aloft with mallets to chip the ice off by hand.
  • [Fire mage] Run a controlled flame along the frozen rigging.
    Crew: Fire caster
    crewmate sends a gentle wave of heat racing through the hemp lines, melting the heavy ice away in sheets without scorching a single rope.
    −12 mana (the crewmate who acted)
  • [Emberkin] Climb through the rigging to melt the ice with body heat.
    Crew: Emberkin
    Glowing like a hot coal, crewmate clambers from mast to mast, melting the rime ice wherever they grip the lines.
  • [Ice mage] Reshape the rime from the rigging into armor plating on the hull.
    Crew: Ice caster
    crewmate draws the frost off the ropes and molds it into a solid glacis across your planking, reinforcing your hull.
    −10 mana (the crewmate who acted)+1 hull
  • [Construct] Send crewmate aloft to smash the ice clear.
    Crew: Construct
    Immune to the freezing wind, crewmate climbs the masts and methodically hammers the ice from every block and line.
  • Burn extra crystal to descend into warmer air below. (1 crystal)
    Costs 1 crystal
    You drop rapidly into the thicker, warmer air below the peaks, where the rime melts harmlessly off your rigging.

The Lost Cub

A young Blooded lupine boy is dangling from a torn glider-kite snagged on your bowsprit. He is no more than nine years old, shivering, and furious at the indignity of being rescued by a lowland ship.
  • Bring him aboard and return him to the nearest clan patrol.
    The first warbird you meet belongs to his home aerie. His mother scruffs him by the ear and rewards your crew with smoked mountain ham.
    +3 provisions+1 The Clans standing
  • [Lupine] Identify his family clan by scent and take him straight home.
    Crew: Lupine
    crewmate recognizes the clan markings on his collar and steers straight to his family's spire. Impressed by your respect for clan ways, the elders share their secret updraft charts.
    +1 The Clans standingReveal 3 waypoints
  • [Avian] Fly the boy directly back to his aerie.
    Crew: Avian
    crewmate tucks the boy under one arm and flies him straight up to his spire. In gratitude, the aerie gifts you a finely crafted glider harness.
    +1 The Clans standingDevice: Glider Harness
  • Demand a silver ransom from his aerie before handing him back.
    "You dare ransom a child of the clans?!" His family throws sixty silver onto your deck to get him back, and word of your greed spreads to every aerie in the Highwilds.
    +60 silver−2 The Clans standing

Trial of Talons

the port's moot-ring is a flat stone ledge encircled by planted spears. A lowland crew can earn the clan's respect through the ancient Trial of Talons: one of your crew against their champion, bare-handed, until one fighter is pinned to the rock.
  • [Blooded or Deep beastborn] Send crewmate into the ring.
    Crew: Beastborn · Blooded beastborn / Deep beastborn
  • [Duelist] Send crewmate to outmaneuver the champion bare-handed.
    Crew: Duelist
  • [Surger] Send crewmate to overpower the champion with a surge of strength.
    Crew: Surger
  • [Captain] Step into the ring and fight the clan champion yourself.
    Crew: Captain
  • Respectfully decline the challenge.
    The elders nod calmly; knowing your limits is no dishonor.

The Needle Trial

Between the port's twin rock spires runs a razor-narrow gorge whipped by violent crosswinds. Young clan flyers thread the gap on kites to earn their adult names, and the elders invite your ship to attempt the run while the whole aerie watches.
  • Steer your ship straight into the Needle gap!
  • [Air mage] Smooth the crosswinds inside the gorge.
    Crew: Air caster
  • [Deep avian] Fly ahead of the bow to call out the safe air currents.
    Crew: Avian · Deep beastborn
  • [Vulpine] Put crewmate at the helm to thread the canyon.
    Crew: Vulpine
  • Offer the elders silver to grant you the honor without flying the canyon.
    "You think clan honor can be bought with lowland coin?!" The elders turn their backs on you in disgust.
    −1 The Clans standing
  • Stay moored and watch the young kite-riders fly the gap instead.
    You watch the nimble kite-fliers dart effortlessly through the treacherous chasm.

The Elder's Rote

An elder of the port sits beside the moot-fire holding a bowl of glowing embers in her lap. She teaches traditional kin-magic by spoken rhythm and memory. "Your lowland Academy traps magic on dead paper," she says. "Here, we carry it in the blood."
  • [Kin-caster] Offer a guest-gift of provisions to study at her fire. (2 provisions)
    Crew: Kin-casterCosts 2 provisions
    crewmate chants the ancient elemental rhythms until dawn, honing their casting instincts until their hands move faster than thought.
    +2 Casting skill XP+1 The Clans standing
  • [Mage] Ask her to teach an Academy-trained mage her spoken technique.
    Crew: Mage
  • [Licensed mage] Burn a Crown casting license in her fire to prove readiness to learn.
    Crew: Mage · Licensed
    crewmate drops their official parchment license into the embers. "Now your hands are free to learn," the elder nods, teaching crewmate a powerful new spell.
    Loses trait: LicensedLearns a new spell+1 The Clans standing
  • Offer to pay her silver for a magic lesson.
    "Silver," she repeats with utter contempt, turning away from you and ending the conversation.
    −1 The Clans standing
  • Leave the elder to her fire.
    You step away quietly as she begins instructing a circle of young clan casters.

The Clan Moot

the port's council of elders sits in a circle around the moot-fire, debating whether to open their market to your lowland ship. A hotheaded young warrior is loudly arguing to turn you away.
  • [Deep beastborn] Have crewmate address the council of elders.
    Crew: Beastborn · Deep beastborn
    The elders listen with deep respect to a full-blooded Deep voice. The council votes in your favor, and a young clan ursine asks to join your crew.
    +1 The Clans standingNew crewmate: Ursine
  • [Trace beastborn] Have crewmate speak on your ship's behalf.
    Crew: Beastborn · Trace beastborn
  • [Lowborn] Show your Lowborn papers and explain how the Crown treats its workers.
    Crew: Lowborn
    "The Crown marks us in its registries too," an elder nods grimly. Seeing a common enemy, the moot votes to welcome your crew as friends.
    +1 The Clans standing
  • Send your toughest brawler to silence the hothead in a wrestling match.
  • Wait quietly for the elders to finish their vote.

Sickness in the Aerie

A bank of dead Hush-fog drifted across the port two nights ago. Half the clan has fallen ill from the mana drain—shivering with grey lips and cold hands while their kin-casters' hearth-fires die out. Their healers are at the end of their strength.
  • [Mender] Channel warmth back into the sick.
    Crew: Mender
    crewmate works tirelessly through the night, drawing the Hush-chill out of the patients. By dawn the hearth-fires burn bright again, and a grateful young kin-caster joins your crew.
    Wear on the crewmate who acted+1 The Clans standingNew crewmate: Lupine, kin
  • [Surgeon] Treat the worst cases with hot poultices and medicine.
    Crew: Surgeon
    crewmate tends the ward with boiled water, warm blankets, and steady medical skill, pulling every patient safely through the night.
    +1 The Clans standing+1 Repair skill XP
  • [Hush-touched] Comfort the sick using hard-won experience of surviving the Hush.
    Crew: Hush-touched
    Having survived the Hush's cold grip before, crewmate teaches the patients how to steady their breathing until the numbness passes, earning the clan's gratitude.
    +1 The Clans standing
  • Donate mana flasks to revive their weakened kin-casters. (2 flasks)
    Costs 2 flasks
    Given a draught of pure liquid mana, the clan's casters rekindle their hearth-fires and drive the chill from the hall.
    +1 The Clans standing
  • Keep your crew quarantined aboard ship and leave early.
    You trade briefly at the outer dock and cast off before the chill can touch your crew.

Guest-Right

The HighwildsAerieCrew: Beastborn
the port welcomes your crew into the feast hall under ancient guest-right, serving roast goat, dark bread, and fiery mountain mead. Halfway through the meal, a drunken warrior loudly insults crewmate as a "thin-blooded lowlander" in front of the entire hall.
  • [Beastborn] Let crewmate answer the insult themselves.
    Crew: Beastborn
  • [Captain] Stand up and declare, "On my ship, every crewmate is full blood!"
    Crew: Captain
  • [Deep beastborn] Have your Deep beastborn crewmate stare the warrior down.
    Crew: Beastborn · Deep beastborn
    Your Deep crewmate sets down a roast goat bone and fixes the loudmouth with a predator's stare. The hall falls dead silent until the warrior stammers an apology.
    +1 The Clans standing
  • Laugh off the insult to avoid a brawl.
    You force a polite laugh to keep the peace, but the watching clan elders lose respect for a captain who won't defend their own crew.
    −1 The Clans standing
  • Walk out of the feast hall in protest.
    Protected by guest-right, you march your crew back to the ship without a fight, leaving a cold silence behind you.

The Storm Wall

The HighwildsStorm cell
A towering wall of black storm clouds stretches from the lower cloud deck all the way to the glacial peaks between two spires. Clan flyers say every storm wall has a calm passage hidden inside it, if you know how to read the wind.
  • Brace the hatches and punch straight through the storm wall.
  • [Air mage] Sense the wind currents and locate the calm passage.
    Crew: Air caster
    crewmate reads the swirling eddies and steers you through a hidden pocket of still air, losing your pursuers without taking a scratch.
    −15 mana (the crewmate who acted)−2 heat
  • [Deep avian] Fly out on the wing to scout the gap in the storm wall.
    Crew: Avian · Deep beastborn
    crewmate braves the freezing hail and returns bruised and soaked, but with the exact bearing to guide your ship cleanly through the squall.
    15 damage to the crewmate who acted−2 heat
  • [Lutrine] Have crewmate hang from a safety harness outside the hull to patch leaks on the fly.
    Crew: Lutrine
    crewmate braves the battering wind on a hull-line, sealing sprung seams as fast as they open so you make it through with minimal damage.
    −1 hull15 damage to the crewmate who acted−2 heat
  • [Weathervane] Follow the magical Weathervane's needle through the squall.
    Fitting: Weathervane
    Your bow-mounted Weathervane locks onto the hidden calm channel, guiding you effortlessly through the storm wall and shaking off pursuit.
    −2 heat
  • Fly the long way around the spires to avoid the storm. (3 crystal)
    Costs 3 crystal
    You burn three crystals taking the long detour around the outer peaks, charting the far approaches as you go.
    Reveal 2 waypoints

Hunting Stormrays

The HighwildsStorm cell
Inside the thunderhead, dark winged shapes glide through the driving rain in pairs—stormrays on the hunt. One of the massive predators spots your keel-glow and banks toward your ship.
  • Open fire on the debt cutter.
    The stormray swoops in low and fast to attack!
    Battle: Storm-ray
  • [Chiropteran] Track their wingbeats by echolocation and steer between them.
    Crew: Chiropteran
    crewmate hears the leathery wings beating through the thunder and calls out helm changes, slipping your ship past the pack unseen.
    −1 heat
  • [Avian or Lupine] Call out to calm the approaching predator.
    Crew: Avian / Lupine
  • Cut the keel-glow and drift silently in the dark.

Warbird in the Hail

The HighwildsStorm cell
A clan warbird has lost her keel-drive in the middle of a hailstorm. The gale is driving her helplessly toward a jagged rock spire while her crew clings to the rigging—she is less than a minute from being dashed to pieces.
  • [Boarding Harpoon] Fire a harpoon cable into her hull and tow her clear of the spire.
    Room: Boarding Harpoon
  • [Stone Warden] Anchor her keel magically against the wind.
    Crew: Stone caster · Warden
    crewmate projects a heavy stone-anchor spell across the gap, holding the warbird steady in midair long enough for her crew to relight her drive!
    −16 mana (the crewmate who acted)+2 The Clans standing
  • [Avian] Fly a rescue line across to pull her crew off before she crashes.
    Crew: Avian
    crewmate braves the pelting hail to carry a lifeline across. Half the clan crew hauls themselves onto your deck before the warbird shatters, and a surviving lupine rigger joins your ship.
    20 damage to the crewmate who acted+1 The Clans standingNew crewmate: Lupine, Rigger
  • Bring your ship alongside in the gale and throw rescue lines across.
  • Hold your course—it's too dangerous to close with her in this gale.
    The warbird shatters against the stone spire. You ring your ship's bell once in tribute to the lost crew and fly on.

The Menagerie Wreck

A Crown specimen-collector's ship lies wrecked on a mountain ledge, bound for the royal Exhibition. Her cargo hold is packed with iron cages holding a stormray pup, two skywyrm hatchlings—and a Deep vulpine woman locked in a cage labeled SPECIMEN.
  • Break open every cage and free them all.
  • [Gnome] Pick the cage locks and crack the collector's strongbox.
    Crew: Gnome
    crewmate pops open every cage and then picks the captain's strongbox—freeing the beasts, recruiting the Deep vulpine woman, and pocketing forty-five silver.
    New crewmate: Vulpine+45 silver+1 The Clans standing
  • Steal the collector's blank transit passes and leave the cages locked.
    You take the collector's official Crown passes and walk out while the caged vulpine woman glares at your back. Word of your callousness soon reaches the clans.
    +1 forged papers−1 The Clans standing
  • Haul the caged beasts aboard to sell at the next port.
    Royal collectors pay handsomely for live Highwilds specimens, though the clans are furious when they learn what you've done.
    Cargo: 2 × valuable−2 The Clans standing
  • Leave the wreckage untouched and fly on.
    You pull away from the ledge as cries echo from the dark cargo hold behind you.

Fallen Warbird

A clan warbird lies broken across a high mountain saddle, her crew frozen at their battle stations. Her deck guns are still intact, and no patrol is in sight.
  • Unbolt and salvage her deck guns.
    You strip an intact gun battery from her deck, though the clans will recognize their stolen weapon and resent the looting.
    Weapon: a random weapon−2 The Clans standing
  • Collect the fallen warriors' bone name-tags and return them to the nearest aerie.
    You recover seven name-tags and deliver them to the nearest clan spire. In gratitude, the elders share their local sky-charts.
    +1 The Clans standingReveal 2 waypoints
  • [Avian] Fly ahead to notify their home aerie of the wreck.
    Crew: Avian
    crewmate flies word to their spire. When the clan recovery party arrives to claim their dead, they gift you one of the warbird's gun batteries in gratitude.
    +1 The Clans standingWeapon: a random weapon
  • Take only their remaining rations and mana crystals, leaving the dead in peace.
    You transfer four crates of frozen meat and five mana crystals into your hold without disturbing the fallen warriors.
    +4 provisions+5 crystal
  • Leave the fallen warbird undisturbed.
    You dip your sails in salute and leave the wreck to the mountain winds.

Blood-Marked Outcrop

The HighwildsCrystal outcrop
A floating rock outcrop glitters with a rich seam of mana crystal, but a clan's rust-red claw-mark is painted across the stone face—marking it as claimed clan territory.
  • Mine the crystal seam anyway.
  • [Clans +1] Mine a fair share as a recognized ally of the clans.
    The Clans standing 1+
    Under clan custom, allies may take what they need for the voyage so long as they leave the deep vein intact.
    +6 crystal
  • [Stone kin-caster] Harvest the crystal using traditional clan stone-shaping.
    Crew: Kin-caster · Stone caster
    crewmate hums an elder's stone-chant, coaxing twelve crystals cleanly from the rock and leaving a traditional token in the claw-mark.
    +12 crystal
  • [Stone Mage] Coax the crystal veins out of the rock with magic.
    Crew: Mage · Stone caster
    crewmate uses Academy magic to extract a double yield of twelve crystals, though the tool-less fracture marks will tell the clans a lowland mage poached their claim.
    −10 mana (the crewmate who acted)+12 crystal−1 The Clans standing
  • Pass it by—mining unstable rock is too risky.
    You respect the clan claim-mark and fly on.

The Wind Caves

The underside of a towering spire is honeycombed with wind-carved caverns where the gale moans through the stone. The clan aerie above entombs its ancient kin-casters inside—and while they don't sell permits, they expect outsiders to ask permission before entering.
  • Climb up to the aerie and offer a gift of provisions for permission to enter. (2 provisions)
    Costs 2 provisions
    "Take nothing from our dead," the clan elder grants, "and whatever else you find in the deep rock is yours to keep."
  • [Clans +1] Send word up to the elders as a friend of the clans.
    The Clans standing 1+
    As a trusted ally of the clans, a white feather is dropped down on the wind granting you free passage into the caves.
  • Slip into the caverns without asking the aerie's permission.
    You enter the caves unchallenged, though clan lookouts high on the spire take note of your trespass.
    −1 The Clans standing
  • Leave the burial caves undisturbed and fly on.
    You steer clear of the howling cavern mouths and continue on your course.

The Singing Gallery

Inside the wind-tunnel cavern, the stone floor has collapsed into an open chasm over the sky. On a narrow ledge across the drop, a clan lupine scout with a broken leg waves a torch and shouts for help.
  • [Avian] Fly across the chasm and carry the injured scout back.
    Crew: Avian
    crewmate glides across the gap and carries the lupine scout to safety. "I owe you my life," she says, insisting on joining your crew once her leg is splinted.
    New crewmate: Lupine, Deckhand
  • [Air Warden] Conjure a solid Sky Disk bridge across the chasm.
    Crew: Air caster · Warden
    crewmate forms a bridge of compressed air over the abyss and helps the injured scout across. Grateful for the rescue, she signs onto your crew.
    −14 mana (the crewmate who acted)New crewmate: Lupine, Deckhand
  • [Chiropteran] Use echolocation to find a side tunnel around the drop.
    Crew: Chiropteran
    crewmate maps the echoing cave network and leads you through a hidden side passage to rescue the scout, who gratefully joins your crew.
    New crewmate: Lupine, DeckhandReveal 1 waypoints
  • Fire a grappling hook across the chasm and rig a rope bridge.
  • Ignore her pleas and take the side ledge deeper into the caves.
    You press on toward the inner chambers while her shouts echo down the tunnel behind you.

The Elders' Niches

At the heart of the cavern, mummified clan kin-casters sit in stone alcoves wrapped in feathered cloaks. One clutches a clay tablet inscribed with an ancient casting chant. Beyond them, a fissure glitters with mana crystal beside an old warbird gun battery.
  • Take the mana crystal and the gun battery, leaving the entombed elders untouched.
    Honoring your word to the aerie, you salvage the seven crystals and the gun battery without disturbing the dead.
    +7 crystalWeapon: a random weaponLedger: Delver
  • Grab the crystal and the gun battery and haul them out before the clan notices.
  • [Kin-caster] Study the ancient clay tablet and harvest the crystal.
    Crew: Kin-caster
    crewmate traces the carved runes and memorizes the ancient elemental technique before you pack up the seven mana crystals.
    +2 Casting skill XP+7 crystalLedger: Delver
  • Loot the crystal AND strip the valuable feathered cloaks from the dead elders.
    Lowland collectors will pay sixty silver for the sacred feather-cloaks, though the clans will know you desecrated their tombs.
    +7 crystal+60 silver−2 The Clans standingLedger: Delver
  • Take only the mana crystal from the fissure and leave everything else.
    You mine seven mana crystals for your drive and leave both the elders and the weapon undisturbed.
    +7 crystalLedger: Delver

The Wyrm's Hoard

A massive old skywyrm lairs in a frost-rimmed cave near the peak of a spire. Fresh claw-tracks in the snow show the beast has just flown out to hunt—leaving decades of shiny plunder unguarded inside.
  • Land at the cave mouth and rush straight in with lanterns and sacks.
    Your party scrambles over the icy lip of the lair, hoping to grab what you can before the wyrm returns.
  • [Lupine] Inspect the wyrm's tracks to judge how long you have.
    Crew: Lupine
    crewmate examines the frost-prints. "Left at dawn, won't be back until dusk." Knowing the beast's schedule gives your team plenty of time to work.
  • [Lookout 2] Keep a lookout posted in the crow's nest to watch the horizon for the wyrm.
    Lookout level 2+
    With your high-powered lookout scanning the clouds, your salvage party will have plenty of warning before the beast returns.
  • [Marine] Station crewmate at the cave entrance with a warning horn.
    Crew: Marine
    crewmate takes up position on the rock lip with a signal horn and a loaded crossbow, ready to sound the alarm the moment the wyrm appears.
  • Don't risk entering a skywyrm's lair—fly on.
    You steer clear of the spire rather than risk being trapped underground by an apex predator.

The Wyrm's Den

The cavern reeks of acrid smoke. The floor is heaped with bleached bones mixed with silver coins, brass buckles, and a ship's bell. Deeper inside, valuable salvage glints behind a thick wall of solid ice.
  • [Fire mage] Melt through the ice wall.
    Crew: Fire caster
    crewmate presses a palm of roaring flame against the barrier, melting the ice wall away silently in minutes.
    −12 mana (the crewmate who acted)
  • [Emberkin] Melt a passage through the ice with body heat.
    Crew: Emberkin
    crewmate leans against the frozen curtain, radiating intense heat until the ice slumps away without making a sound.
  • [Shaper] Part the ice wall like a doorway.
    Crew: Shaper
    crewmate traces a doorframe across the frost, and the solid ice parts cleanly to let your party through.
    Wear on the crewmate who acted
  • Smash through the ice wall with axes.
  • Gather the loose silver from the bone piles and retreat to the ship now.
    You scoop forty-five silver coins out of the bone drift and return safely to your ship without pressing your luck.
    +45 silverLedger: Delver

Behind the Ice

Sealed behind the ice lies the heart of the wyrm's hoard: a ticking gnome-built device, an ornate ship fitting pried from a noble yacht, and a chest of silver coin. Outside the cave mouth, dusk is falling fast.
  • Haul the entire hoard back to the ship!
  • [Blooded or Deep avian] Airlift the heavy loot out through the upper smoke-vent.
    Crew: Avian · Blooded beastborn / Deep beastborn
    crewmate ferries load after load straight up through the cavern ceiling to your waiting deck, clearing out the entire hoard before dusk.
    Device: a random deviceFitting: a random fitting+40 silver10 damage to the crewmate who actedLedger: Delver
  • [Gnome] Identify and dismantle the ticking device for quick transport.
    Crew: Gnome
    "It's a crystal dowser!" crewmate grins, quickly unbolting the valuable sensor array and grabbing thirty silver so you can escape before dark.
    Fitting: Crystal Dowser+30 silverLedger: Delver
  • [Quartermaster] Organize a rapid relay to carry the best loot out before dusk.
    Crew: Quartermaster
    crewmate prioritizes the high-value device and forty silver coins, getting the whole party safely back aboard before the wyrm returns.
    Device: a random device+40 silverLedger: Delver
  • Grab only the lightweight clockwork device and get out fast.
    You tuck the gnome device under your arm and sprint back to the ship well before the skywyrm returns.
    Device: a random deviceLedger: Delver

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