Events · The Unlicensed Reaches
93 events. Broken country past the Charter; smugglers and refuges.
Index of this page
Distress Signal in the FogThe Collector's Toll SkiffDerelict Grain BargeGunnery Duel ChallengeDouble or NothingStraggling Convoy BargeSeized Cargo WarehouseThe Crystal ConvoyThe Crystal Barge at DuskThe Wreckers' False BeaconSwarm on the Crystal SeamDouble Hazard PaySalvage ClaimThe Guarded WarehouseThe Lord's Hunting ReserveThe Champion's ChallengeThe Twelfth NameplateThe Toll ChainDistress SignalConvoy Escort WantedThe Aerie Wing TrialThe Trial PrizeThe Skywyrm's LairThe Squall HuntThe Tethered Supply KiteThe Sheltered CoveUndercutting the GuildThe Sleeping SentriesThe Clockwork TurnstileThe Chief Regulator's WagerThe Ticking DerelictSmuggled ContrabandThe Impound YardAn Open Impound YardCastaway BaitWarrant on a FriendLeviathan CarcassThe Admiralty ExhibitionAdmiralty IntelligenceThe Crown Cloud-ReserveImpounded ShipmentThe Recovered CratesDowned Courier KiteThe Mint Pay-BargeTrial Under the ArticlesThe Crown Blockade StationPrice War at the MusterUnclaimed Prize ShipRefugee EscortLamps in the HushThe Derelict Ward-FrigateMedical BlockadeThe Drained BeaconCampfires on the RockSignal Kite Over the StormVote Before BoardingHunted MenderThe Hermit TeacherUndertow RecruiterRunaway DebtorsCrown Intelligence AgentCrippled CorsairA Debt RepaidPale SailsSkywyrm PerchThree Green FlaresThe Floating InfirmaryThe Stone BridgeThe Iron ShepherdBounty ContractGuiding WispsAshes of the HavenThe Dust-Cook's BargeThe Roost TowerThe Night MarketThe Lantern HavenThe Articles HallWrecked Bounty CutterGrounded Refugee BargeThe Smuggler's WreckWreckers' BeaconThe Shaper's SanctuaryContested OutcropThe Smugglers' CavernThe Tunnel ForkThe HoardThe Burned RefugeBeneath the AshTrapped SurvivorsHush-Struck RefugeDrifting Blind in the HushStranded Bounty CutterThe Darkening Toll-Post
Distress Signal in the Fog

The Low LanesOpen sky
A signal lamp blinks through the fog off your bow—three long flashes and one short, the Guild distress code. Disabled barges often drift out here, though pirates use the same signal as bait.
- Alter course to investigate the distress lamp.
- [Chiropteran] Have crewmate listen through the fog for gun-carriages before closing.Crew: Chiropterancrewmate listens to the creaking timbers: "Heavy barge hull, no gun mounts." You tow the stranded coal barge to safety for twenty-two silver.+1 The Guild standing
- Blink back an acknowledgment, but hold your course.You signal that you cannot assist and hold your course as the blinking lamp vanishes into the fog.
The Collector's Toll Skiff

The Low LanesSafe anchorage
A tax collector's toll skiff has set up at this anchorage—a single clerk with an iron strongbox charging six silver to every ship that drops anchor. An armed patrol cutter is due to collect the box at dusk.
- Rob the clerk's strongbox and flee before the patrol cutter arrives.
- Pay the six-silver mooring toll and patch your hull. (6 silver)Costs 6 silverThe clerk stamps your mooring pass, and your crew uses the quiet afternoon to patch the hull.+2 hull
- Refuse to pay and fly on without anchoring.You bypass the anchorage while the tax clerk notes your sail markings.
Derelict Grain Barge

The Low LanesWreck
A grain barge drifts silently across the lane with open cargo hatches and a cold smokestack. Her Keel still keeps her aloft, but no one answers your hail.
- Send a boarding party over to search the hold.
- Grapple deck supplies from your own rail without boarding.Staying safely aboard your own ship, you hook two crates of bolts from the derelict's deck locker.
- Leave the wreck before it falls.You give the drifting hulk a wide berth and fly on.
Gunnery Duel Challenge

The Low LanesPort
Captain Hesper Vane of the cutter Magpie has been drinking on the pier since noon. "Fifteen silver on a gunnery duel to first surrender!" she calls out, pointing her mug at your ship. "How about you, Captain?"
- Accept her gunnery duel challenge. (15 silver stake)Costs 15 silverThe harbormaster holds both stakes on the pier as you fly a mile out to face the Magpie!Battle: Bounty hunters · Long range
- [Duelist] Challenge her to a sword duel on the pier instead.Crew: Duelist
- Buy her a drink and decline the duel."Sensible," she sighs, and turns to challenge the next captain on the pier.
Double or Nothing

Captain Vane boards your ship to pay her debt and eyes your gun crews with respect. "My sister captains the Jackdaw—she's a deadlier shot than me, and she owes me money. Care to fight her for double the purse?"
- Accept the double-or-nothing duel against the Jackdaw.You fly out past the harbor beacon, where the Jackdaw is already waiting with her gunports open!Battle: Bounty hunters · Long rangeIf you win:Weapon: a random weapon
- [Quartermaster] Demand her veteran gunner instead of the silver stake.Crew: QuartermasterVane shrugs and agrees: "He never liked my orders anyway." Before sunset, a skilled gunner reports aboard with his kit bag.New crewmate: Gunner
- Decline the second duel and keep your winnings."Sensible," Vane nods—and this time she means it as a compliment.
Straggling Convoy Barge

A six-barge Guild convoy crawls up the sky-lane ahead. The last barge has fallen a mile behind with a smoking engine stack, while a single hired escort cutter struggles to guard the whole line.
- Attack and loot the straggling barge before she catches up.You dive on the straggler as the lone escort cutter wheels around to defend her!Battle
- Offer to tow the crippled barge back to the convoy for a fee.
- Keep well clear of the convoy and fly on.You hold clear of the lane while the limping barge slowly catches up to the convoy.
Seized Cargo Warehouse

A Lowborn freighter skipper approaches you on the pier. The Excise has impounded his entire cargo over a clerical error and locked it in the customs warehouse. "Help me break it out tonight for a one-third cut—there's only one watchman and one cutter outside the harbor."
- Break into the customs warehouse after dark.
- Report the clerk's filing error to the harbormaster to resolve it legally.The harbormaster corrects the paperwork and releases the cargo; the grateful skipper sends you an eight-silver finder's fee.+1 The Crown standing
- Refuse to get involved in a warehouse heist.He nods grimly and walks down the pier to look for another crew.
The Crystal Convoy
The Shard CoastOpen sky
A heavy refinery barge lumbers ahead, her hold glowing bright blue with a full season's haul of raw crystal. Two armed escort cutters fly tight formation on her flanks.
- Attack the crystal barge head-on despite both escorts.You run out your guns and dive on the barge as both escort cutters wheel around to engage!Battle
- Shadow the convoy from the clouds and wait for the escorts to separate.You slip into the haze behind them and match their speed until nightfall.
- Let the heavily guarded barge pass.You hold your course as the blue glow of the crystal barge fades into the distance.
The Crystal Barge at Dusk
At sundown, one of the two escort cutters peels off toward a coastal fuel depot. The crystal barge and her remaining escort drop anchor behind a rock spire for the night.
- Attack now while only a single escort guards the barge.
- Wait until past midnight and send a stealth boat to rob the barge.
- Call off the raid and slip away under cloud cover.Deciding the risk is too high, you veer off into the night clouds.
The Wreckers' False Beacon

The Shard CoastStorm cell
Through the driving storm, a harbor beacon shines from a crag where your chart shows only jagged rock. Wreckers have hung a false light to lure ships to their doom—and their boats below will be loaded with plunder.
- Swoop in beneath the false beacon and raid the wreckers' boats.
- [Air mage] Snuff out the wreckers' beacon from afar with a wind gust.Crew: Mage · Air castercrewmate hurls a pinpoint gale that shatters the false beacon on the crag, saving any ship following behind you.−10 mana (the crewmate who acted)+1 The Guild standing
- Trust your navigation chart and steer wide of the crag.You give the jagged rocks a wide berth and ride out the squall in open sky.
Swarm on the Crystal Seam
The Shard CoastCrystal outcrop
A gloomwing swarm has roosted across the face of a rich crystal outcrop. The vein beneath them is one of the richest you've ever seen—but a swarm this large rarely roosts without a mate nearby.
- Send a party in to mine the rich seam right under the swarm.
- Mine only the exposed outer edge of the rock well clear of the roost.Working far from the sleeping swarm, you chip out two sacks of low-grade crystal without waking them.
- Leave the roosting swarm undisturbed and fly on.With deck lamps shaded, you steer a wide course around the outcrop.
Double Hazard Pay

Excise patrol ships have blockaded a foundry town over unpaid taxes. A local trade agent intercepts you in a fast skiff. "The townsfolk are starving—down to boiling leather for soup. They'll pay double market price for any provisions you can land, if you can slip past the two Excise cutters."
- Slip through the blockade at night to sell your stores. (3 provisions)Costs 3 provisions
- Play it safe and sell your stores to the agent here at standard market price. (3 provisions)Costs 3 provisionsHe pays without haggling and speeds off to find a bolder captain to run the blockade.
- Stay out of the tax dispute and sail on.The agent's skiff turns away toward the next sail on the horizon.
Salvage Claim

The Shard CoastWreck
A wrecked Guild armory ship lies broken across a crystal spire. A salvage sloop is already moored alongside flying a claim flag, though her crew hasn't pried open the armored gun deck yet.
- Jump their claim and take the gun deck by force.You shoot down their claim flag with a ballista bolt. The salvage sloop casts off and clears her guns for a fight.Battle: Sky pirates · Close rangeIf you win:Weapon: a random weapon
- Buy a share of their salvage claim. (22 silver)Costs 22 silverThe salvors let you take your share from the haul they've already brought up: ballista bolts, raw crystal, and a cask of fine oil.
- Respect their claim flag and sail past.One salvor waves in greeting as you pass, while another keeps a swivel gun trained on your deck until you're clear.
The Guarded Warehouse

Behind the refinery, a contraband dealer points to a shed with a heavy new padlock. "A whole season's worth of refined dust is locked in there. A bounty hunter crew bought it from me, then robbed me of my payment. Steal it back from them and we'll split it fifty-fifty. Their ship is moored on the roof above."
- Break the lock and steal the contraband dust.
- Refuse the heist and trade normally with the dealer.He sighs and unlocks his spare storage shed to show his wares.Opens a shop
- Stay out of the dealer's feud and leave."Cautious," he mutters. "Poor, but cautious."
The Lord's Hunting Reserve

Painted boundary kites mark the edge of a noble lord's private sky-reserve. Beyond the kites, the air is thick with plump grey sky-geese that have been off-limits to common hunters for a generation.
- Cross the boundary and poach the lord's flock.
- Stay on the legal side of the boundary and net stray birds.After hours of work, you only catch two scrawny birds that strayed past the kites.
- Leave the lord's geese alone and fly on.The fat geese honk indignantly at your ship all along the boundary line.
The Champion's Challenge

The MarchholdsMagehold
Lord-Captain Aubrey Thane keeps an open duel challenge nailed to the magehold gate: any ship may fight his frigate a mile off the tower until one vessel surrenders. A masterwork weapon hangs beside the notice in a glass prize case, surrounded by the nameplates of eleven ships he has already defeated.
- Accept the challenge and duel Thane's frigate.The gate steward rings a challenge bell. High on the tower, Thane's battle pennant climbs the flagpole.Battle: Household ship · Long rangeIf you win:Weapon: a random weapon+1 The Crown standing
- Place a bet on the next challenger instead. (15 silver)Costs 15 silver
- Decline the challenge and walk on.You inspect the eleven defeated nameplates as you leave—three of them belonged to armed freighters like yours.
The Twelfth Nameplate

Thane's steward brings a blank nameplate down to your boarding ramp. "His Lordship asks what ship name should be painted on the gate in your honor. He also asks, in private, whether you would take his young nephew aboard as crew—the boy badly needs real sea experience."
- Have your ship's name painted on the trophy gate.Your ship's name hangs above the eleven losers. Every captain calling at the Marchholds will know your reputation.+1 The Crown standing+1 The Free Captains standing
- Take Lord Thane's nephew aboard as a mage crewman.He comes aboard with one luggage trunk and far too many opinions, but he knows how to weave solid defensive wards.New crewmate: Mage
- Ask for the trophy's value in silver instead.The steward counts out the silver without a word and takes the blank board back.
The Toll Chain

A local noble house has stretched a heavy iron chain across the only mountain pass, with a toll office on the cliffside and an armed cutter guarding the blockade. Their fortress sits a mile further up the valley.
- Raid the toll office and fight the guard cutter.Your boarding party storms the cliffside office before the clerks can bar the door.+1 heatBattle: an enemy
- Pay the toll and use their sheltered mooring for repairs. (20 silver)Costs 20 silverThe chain drops to let you through. Your toll buys a safe night's berth and the services of their shipwright.+3 hull
- Try to slip underneath the chain in the dark.
- Turn back and take the long route around the pass.The detour costs half a day's flying, but saves your silver and your hull.
Distress Signal

A gilded noble yacht wallows ahead flying inverted pennants—the traditional signal for a vessel in distress. Noble houses pay generously for rescue, though you notice all her gunports are shut and freshly painted.
- Come alongside the yacht to offer assistance.
- [Lookout] Inspect the yacht through a spyglass first.Lookout level 1+Your lookout spots armed pirates crouching behind the shut gunports, none wearing noble house uniforms. You steer clear of the trap and mark the ambush on your chart.Reveal 1 waypoints
- Relay her distress call to the nearest beacon and fly on.If the yacht is truly in trouble, help will arrive by morning. If it's a trap, it won't be your problem.
Convoy Escort Wanted

A wine merchant named Odo Marrow stops you on the dock. Two of his cargo barges sail tonight for the next beacon, and his usual guard ship is in drydock with a split keel. "One day's escort duty. Half pay now, half on arrival. The lane has been mostly quiet."
- Accept the escort job at standard pay.
- [Quartermaster] Have crewmate negotiate a stricter contract before accepting.Crew: Quartermaster
- Turn down the escort job.Marrow shrugs and heads down the dock to ask the next ship.
The Aerie Wing Trial
The HighwildsAerie
The clan aerie is holding its combat trials this week. Outsiders may enter one event: a mock battle against a pair of clan warbirds, fought until one side yields. The elders have hung valuable prizes on the trial pole, though few lowland captains dare compete.
- Enter your ship in the combat trial.War drums echo along the cliffside as two clan warbirds launch from the high perch to engage you.Battle
- [Avian] Enter crewmate in the solo flying trial instead.Crew: Avian
- Skip the trials and trade at the festival market.You watch the aerial bouts from the cliffside and browse the busy traders' stalls.Opens a shop
- Decline the invitation with thanks.The clan elders nod respectfully. No one faults a lowland captain for knowing their ship's limits.
The Trial Prize
A clan elder with grey feathers braided in her hair leads you to the prize pole, where three trophies hang. "A victor claims one reward. Choose wisely."
- Claim the ancient clan war drum. (Ship Fitting)The drum is older than the aerie itself. When beaten at the start of battle, its rhythm drives your crew to work faster.Fitting: War Drum
- Ask for a clan warrior to join your crew.A young Avian marine steps forward from the crowd to join your ship before the elder even finishes speaking.New crewmate: Avian, Marine
- Take the heavy purse of sky-amber. (60 silver)Lowland merchants pay handsomely for raw sky-amber, bead by bead.
The Skywyrm's Lair
The HighwildsCrystal outcrop
A skywyrm's nest sits on a high cliff ledge, filled with shed scales that armorers buy for good silver. The mother wyrm is away hunting, though her mate is likely patrolling nearby.
- Send a landing party up to raid the nest for scales.
- Play it safe and only gather loose scales from the rocks below.You collect a few weathered scales that fell from the ledge. An armorer will still pay a little silver for them.
- Steer clear of the nest and fly on.In the distance, a massive winged shape circles on an updraft, ignoring your departing ship.
The Squall Hunt

The HighwildsStorm cell
Clan hunters are driving a massive storm-ray along the edge of a thunderhead using horn blasts and signal kites. Their hunt-captain hails you: "A ship your size can block its escape! Help us corner the beast, and we'll split the meat and crystal!"
- Join the hunt and intercept the storm-ray.You swing your ship across the beast's path. Spotting a new threat, the storm-ray folds its wings and dives straight at you!Battle: Storm-rayIf you win:+1 The Clans standing
- Lend them your signal kites to help herd the beast.The hunting party drives the beast into the storm using your kites. At dusk, a scout returns your gear along with a generous cut of meat.
- Stay clear of both the beast and the storm.The hunters' horn blasts fade into the rolling thunder.
The Tethered Supply Kite

A massive cargo kite is being towed toward the clan aeries by a single aging warbird. Three pirate sloops flying black sails are closing in from three sides to hijack the shipment.
- Move in to defend the clan warbird and its cargo kite.The lead pirate captain jeers at you through a speaking trumpet, then scrambles his gun crews as you open fire.Battle
- Join the pirates in attacking the warbird for a share of the loot.The old clan warbird turns to fight all four ships to the death, refusing to surrender.−2 The Clans standingBattle: Clan warbird · Close rangeIf you win:Cargo: 2 × common
- Stay out of the fight and fly on.Cannon fire echoes behind you as the sloops close in on the lone warbird.
The Sheltered Cove

You spot a calm, sheltered cove with a freshwater spring running down the rock—the best anchorage for a day's flight. However, there are fresh mooring scratches on the stone and the smell of extinguished campfires.
- Drop anchor and let the crew rest overnight.
- [Chiropteran] Have crewmate listen for hidden enemies on the ridge first.Crew: Chiropterancrewmate hears eleven ambushers breathing on the ledge above. Forewarned, you anchor a mile further down the coast and rest safely.+1 hull
- Refill your water casks quickly at the spring and leave immediately.Your crew fills the casks in fifteen minutes flat and casts off before anyone on the rocks can make a move.
- Skip the cove and keep flying.You pass the cove by—a prime anchorage with fresh tracks is too likely to be a trap.
Undercutting the Guild

This coghold has been forced to buy crystal from a single Guild convoy at inflated prices for years. The factory steward pulls you aside: "Undercut the Guild's price by ten percent and I'll buy four crystal right now in cash. Fair warning: the convoy keeps bounty hunters on retainer to punish anyone who breaks their monopoly."
- Undercut the Guild and sell to the steward for high profit. (4 crystal)Costs 4 crystal
- Sell your crystal through official channels at the standard Guild rate. (4 crystal)Costs 4 crystalThe steward pays the standard rate with a polite, disappointed smile.
- Keep your crystal and decline the deal."Everyone hoards their crystal," the steward sighs. "That's how the Guild keeps us over a barrel."
The Sleeping Sentries

The CogholdsWreck
A gutted workshop barge lies wrecked on a ridge. Floating in the still air around her are six clockwork sentries, completely wound down and silent. Inside the barge, the tool lockers are still locked.
- Fly in among the dormant sentries and loot the workshop lockers.
- Grapple one outer sentry from a safe distance and tow it away for scrap.You haul the dormant sentry clear without waking the others and strip its heavy brass casing for silver.
- Leave the wreck and the sentries undisturbed.One glass lens glints in the sun as you fly past, though nothing wakes.
The Clockwork Turnstile

The Compact has suspended a massive brass tollgate across the sky lane, guarded by an armed clockwork sentry. Dropping an official token into the slot swings the barrier arms open. Nearby, a tinker on a raft is selling counterfeit tokens at a steep discount.
- Buy a counterfeit token and test it in the toll slot. (8 silver)Costs 8 silver
- Pay the official Compact toll and use their repair berth. (18 silver)Costs 18 silverThe barrier swings clear. Your toll includes a night's mooring at the gate and basic hull maintenance from a Compact mechanic.+2 hull
- Detour around the ridge to avoid the tollgate.The detour costs an extra hour, with the sentry's lenses tracking you the entire way.
The Chief Regulator's Wager

Regulator Pim Sprocket has built an automated clockwork cutter that she claims can defeat any crewed timber vessel in the sky. She has posted an open challenge at the factory gate, putting her finest invention up as the prize.
- Accept the wager and fight her clockwork cutter.Half the coghold climbs onto the factory roofs to watch the match.Battle: Clockwork sentry · Long rangeIf you win:Device: a random deviceFitting: a random fitting+1 The Compact standing
- Pay to study the cutter's blueprints instead of fighting. (10 silver)Costs 10 silverSprocket is delighted to lecture your crew on her design. Your engineers walk away with a splitting headache and valuable repair techniques.+1 Repair skill XP
- Pass on the wager and move on.The challenge notice flaps on the factory gate behind you.
The Ticking Derelict

A Compact survey ship drifts dead in the lane, her lamps out and frost coating her rails despite the warm air. Something inside her hull is still ticking loudly. Compact survey ships carry precision instruments worth a small fortune.
- Board the derelict to salvage her survey instruments.
- Call out to the vessel from a safe distance and wait.No one answers, and the ticking abruptly stops while you watch. You decide not to push your luck.
- Fly on and report the derelict's position at the next coghold.The Compact pays you a modest finder's fee for reporting their lost survey vessel.
Smuggled Contraband

A smuggler broker with silver-stained fingernails needs two contraband crates slipped past a bounty hunter blockade tonight. "Triple the standard rate, paid on delivery. The hunters know my last three runners by name, but they don't know your ship."
- Smuggle the crates through the bounty hunter blockade.
- Offer to haul one crate by the safe, slow route at standard pay.She laughs, then agrees to pay standard freight for a single crate while you take the long way around.
- Refuse the smuggling job."One less captain on the bounty notices," she shrugs. "Your loss."
The Impound Yard

A syndicate of bounty hunters operates an impound yard here, holding seized ships and cargo behind a heavy chain boom. Free Captain Maud Tarrow points out her confiscated cargo stacked on the dock. "Help me raid the dock to steal my goods back, and we'll split the haul. Watch out for that black guard ship."
- Raid the impound dock and steal her cargo back.
- Buy her seized cargo back legally at the yard's auction. (30 silver)Costs 30 silverBounty hunters will happily sell anything for cash. Tarrow reimburses your bid with a silver bonus on top and owes you a favor.+1 The Free Captains standing
- Wish her luck.She spits over the dock rail and goes looking for a captain with more nerve.
An Open Impound Yard

With the guard ship crippled, the entire impound yard lies unguarded while the bounty hunters ashore scramble to reach their boats. Tarrow has her crates back, and motions toward the rest of the seized goods on the dock.
- Loot as much extra cargo from the dock as you can carry.
- Cut the other impounded ships loose so their captive crews can escape.Six seized vessels drift clear of the boom as their crews scramble aboard. Every Free Captain in the Reaches will hear who broke the yard open.+2 The Free Captains standingReveal 2 waypoints
- Take your agreed cut from Tarrow and leave immediately.Tarrow counts out your share of silver on a barrelhead. "Clean work, Captain," she says.
Castaway Bait

A small skiff drifts across the sky lane with a lone figure aboard, waving a shirt tied to an oar. Behind the skiff sits a massive, suspiciously still cloudbank.
- Bring your ship alongside to rescue the castaway.
- Drop a cask of water to the skiff and keep flying without stopping. (1 provision)Costs 1 provisionsThe castaway hauls the cask aboard and stops waving. Whatever was waiting in the cloudbank stays put.
- Ignore the skiff and hold your course.The figure keeps waving the shirt until the skiff disappears astern.
Warrant on a Friend

In the port tavern, a bounty hunter slaps a wanted warrant on the table and buys the room a round. The warrant is for Corwin Hale—captain of the cutter moored beside yours, who once lent you a spare mast spar. The hunter's partner is already blocking the tavern door.
- Warn Hale and fight the bounty hunters alongside his ship.Hale gets his cutter clear of the harbor in ten minutes flat. When the bounty hunters pursue, they find two ships waiting for them in formation!Battle
- Slip a quiet warning note under Hale's cabin door.
- Drink the hunter's free ale and stay out of it.Hale's mooring is empty by morning—whether he escaped or was taken in chains, you never ask.
Leviathan Carcass
A dead crystal leviathan hangs wedged between two rock spires, its valuable crystal hide only half-stripped. However, a ravenous swarm of gloomwings blankets the carcass.
- Fire into the carcass to drive off the gloomwings and harvest the hide.
- Stay low and only gather loose crystal scales from the rocks underneath.Fishing loose scales off the rocks with boat hooks is slow, foul-smelling work, but yields a small haul of crystal.
- Leave the carcass to the scavengers and fly on.You fly clear of the acrid chemical fumes.
The Admiralty Exhibition

Once a season, the Crown Admiralty invites a private vessel to fight a mock duel against a royal frigate for a silver purse and an arsenal cannon. The event is meant to show off Navy superiority, and the registration clerk barely glances up when you approach.
- Enter your ship in the gunnery duel against the royal frigate.The clerk blinks in surprise at your papers. "A common freighter—and Lowborn crew, no less." He stamps your entry anyway.Battle: Household ship · Long rangeIf you win:Weapon: a random weapon+1 The Crown standing
- Bet on the royal frigate with a dockside bookmaker. (20 silver)Costs 20 silver
- Watch the exhibition match from the seawall.It makes for a grand spectacle as the frigate's wards flare like sunrise against the cannon fire.
Admiralty Intelligence

An Admiralty intelligence captain in a plain coat meets you outside the arsenal gate after your victory. "Well fought. Naval intelligence can use a capable ship that looks like an ordinary freighter. Run an off-the-books errand for us, or take your prize and pretend we never spoke."
- Accept the Admiralty's covert courier job.He hands you a sealed dispatch packet, official Charter clearance papers, and a purse of silver—along with orders to clear your patrol record.+1 forged papers−3 heat
- Ask for a full hull overhaul at the Naval shipyard instead.He raises an eyebrow and signs a work order. Master naval shipwrights spend two days reinforcing your hull.+10 hull
- Refuse the covert work and walk away.He tips his hat and disappears into the crowd.
The Crown Cloud-Reserve

The high clouds above the capital peak are a restricted Crown reserve where private harvesting is strictly forbidden. The air up here is rich with ley-dew that condenses into raw crystal on cold sails, and Navy patrols sweep the area every hour.
- Slip into the restricted reserve and harvest raw crystal between patrols.
- Stay below the restricted boundary and catch whatever ley-dew drifts down.The condensation below the boundary line is thin, but harvesting it is completely legal.
- Stay in the public sky lanes and move on.The rich cloudbanks glitter high overhead as you stay on course.
Impounded Shipment

The Crown PeakPort
The cargo from your last delivery sits locked in the Excise customs warehouse under a red seizure seal. Your buyer swears his signature on the confiscation order was forged, and offers to pay handsomely if you recover the crates—though an Excise frigate and her armed shore party are guarding the dock.
- Break into the warehouse at night and steal the crates back.
- Hire a lawyer to challenge the forged seizure in Excise court. (25 silver)Costs 25 silver
- Write the seized shipment off as a loss.Your furious buyer blames you for the loss and spreads word of your failure to the Guild.−1 The Guild standing
The Recovered Crates

The recovered crates sit in your hold, still bearing the Crown's red customs seals. Your original buyer is waiting at the next port with your promised fee—or you can break the seals and keep the valuable cargo to sell on the black market.
- Deliver the crates to the original buyer as promised.He inspects the intact seals, pays your full reward in silver, and vouches for your integrity to the Guild.+2 The Guild standing
- Pry off the customs seals and keep the valuable cargo for yourself.You slice off the red wax seals with a heated knife. The valuable crates are yours to sell wherever you please, though the Guild won't forgive the betrayal.Cargo: 2 × valuable−1 The Guild standing
Downed Courier Kite

A royal courier kite has crashed in the storm ahead, its emergency beacon flashing Admiralty distress codes. The Crown pays a reward for recovered dispatch cases—and black-market brokers pay even more. Another ship on the horizon is already turning toward the beacon.
- Race the other ship to claim the dispatch case.
- Log the beacon's coordinates and report it at the next Crown post.The next Charter station pays you a modest finder's fee and commends your loyalty to the Crown.+1 The Crown standing
- Ignore the downed courier and fly on.The emergency beacon keeps pulsing in the storm behind you.
The Mint Pay-Barge

The Royal Mint's armored pay-barge is making its monthly circuit of the summit garrisons, carrying freshly minted silver for a thousand soldiers. Each night she anchors at a different mooring, where half her naval escort goes ashore to collect their own wages first.
- Attack the pay-barge tonight while half her escort is ashore.Half the naval escort is ashore drinking, just as expected—but the remaining guard ships are wide awake and ready to fight!+2 heatBattle
- Shadow the barge for another day to wait for an unguarded opening.
- Leave the garrison payroll alone and sail on.The pay-barge's lanterns disappear around the shoulder of the mountain.
Trial Under the Articles

The Free MusterPort
Corsair Captain Ilse Brandt accuses you of stealing a prize ship she had already claimed. Under the Free Captains' Articles, disputes between captains are settled by a ship-to-ship duel a league outside port until one surrenders, with the loser paying for the winner's repairs. The whole harbor is placing bets.
- Accept the duel and fight Brandt's ship outside port.Hundreds of spectators line the harbor wall with lanterns to watch the duel.Battle: Sky pirates · Long rangeIf you win:Fitting: a random fitting+2 The Free Captains standing
- Pay her the value of the disputed prize to settle the matter peacefully. (35 silver)Costs 35 silverShe pockets the silver. The crowd on the docks jeers in disappointment at the missed fight.
- Take the dispute to the Muster's council of arbiters.
The Crown Blockade Station

The Crown has established a fortified customs station across the main sky lane into the Free Muster: an Excise cutter, a floating toll hulk, and a noble house frigate waiting on call nearby. Free Captains have been talking for a month about someone finally tearing it down.
- Attack the customs station and tear down the blockade.The Excise cutter casts off to fight while firing a signal flare to summon her backup frigate!+2 heatBattle: Excise cutter · Close rangeIf you win:+2 The Free Captains standing+1 forged papers
- Pay the Crown customs toll and pass peacefully. (25 silver)Costs 25 silverA customs clerk inspects your hold, pockets the fee, and stamps your manifest clear, lowering your Heat.−1 heat
- [Free Captains +2] Rally a fleet of Free Captains from the Muster to destroy it.The Free Captains standing 2+Three corsair raiders sail out on the evening wind. By morning the blockade is gone, and they leave a share of the loot at your mooring.
- Take the rough outer lane around the blockade.The detour is longer and more turbulent, but no one asks to inspect your manifest.
Price War at the Muster

A Guild trade convoy has arrived at the Free Muster under a temporary flag of truce, selling bolts and provisions at fixed Guild rates. The local port merchants are furious, and one offers to back you with silver if you moor alongside the convoy and undercut their prices from your deck.
- Moor alongside and undercut the Guild convoy's prices. (3 bolts, 3 provisions)Costs 3 boltsCosts 3 provisions
- Avoid the feud and sell your supplies directly to the port chandler. (3 bolts, 3 provisions)Costs 3 boltsCosts 3 provisionsHe pays a fair market price and fights his own price war with the Guild.
- Buy supplies from the Guild convoy while the truce holds.You browse the convoy's stalls—standard Guild prices and honest weights.Opens a shop
- Stay out of the merchants' price war.You leave the merchants and Guild agents shouting rival prices across the docks.
Unclaimed Prize Ship

The Free MusterWreck
An abandoned Crown supply ship drifts outside the Free Muster with her lifeboats gone and her cargo hold still full. Curiously, no local pirate has claimed her—and in these waters, an untouched prize is almost certainly a baited trap.
- Board the supply ship and claim her entire hold.
- Send a fast skiff to grab only the exposed deck stores and pull back.
- Leave the baited ship alone and fly on.You steer wide of the cloudbank, leaving the hidden ambushers waiting in vain.
Refugee Escort

An overcrowded river barge carrying wild casters and their families is trying to reach sanctuary at the Free Muster. Her captain offers all the coin they have if you'll escort them through the final stretch of sky, where bounty hunters patrol in pairs.
- Escort the refugee barge safely into the Free Muster.
- Give their captain your chart of the hunter patrol routes and wish them luck.The barge master carefully copies your patrol notes by lantern light, giving them a fighting chance to slip through.+1 The Undertow standing
- Stay out of their dispute and fly on.The slow river barge chugs on toward the Muster alone.
Lamps in the Hush

The Hush FrontOpen sky
Three beacon lamps burn inside a bank of dead Hush weather where no magic should survive: a Crown crystal tender lies becalmed with her fuel tanks full. Dark, unlit hulls are drifting through the grey fog around her.
- Fly into the Hush fog and fight the drifters for her crystal tanks.Your mana gauges drop to zero as you enter the grey fog, and the lurking Hollow drifters turn toward your ship to attack!Battle
- Stay outside the fog and siphon her tanks from a distance with a long hose.
- Leave the trapped tender and fly on.Her three lonely lamps slowly vanish as the grey fog closes over them.
The Derelict Ward-Frigate

The Hush FrontWreck
A Crown ward-frigate hangs dead in the sky, her protective wards unraveled and her crew lost to the Hush. However, her armored magazine doors are still padlocked from the outside—and warships of her class carry the Admiralty's finest cannons.
- Board the derelict frigate and pry open her weapons magazine.
- Stay off her decks and only strip spare timber from her exterior.Your crew cuts away her lifeboats and spare mast spars, giving you seasoned timber to patch your hull.+3 hull
- Keep well clear of the derelict warship.Her ash-grey ensign hangs limp in the dead air as you pass.
Medical Blockade

A frontline army surgeon is desperate to buy mana flasks at any price. However, the Breakwater's own naval picket has closed the lane to civilian ships. "The brass would rather let my wounded die by the book than let a freelancer through," she says. "Deliver two flasks to the forward post and I'll pay triple."
- Run the naval blockade to deliver your flasks to the frontline post. (2 flasks)Costs 2 flasks
- Sell your flasks to the surgeon right here for double pay. (2 flasks)Costs 2 flasksShe pays double on the spot and hurries off to find another captain willing to run the blockade.
- Keep your flasks for your own crew.She doesn't blame you—she knows how dangerous the sky ahead is.
The Drained Beacon

The Hush FrontCrystal outcrop
A Surveyor's ward-beacon stands dark atop a rock spire; when lit, its light holds the Hush back from this entire sector. An elite Hollow warship is moored at its base, siphoning away the last of its mana.
- Destroy the Hollow warship and relight the ward-beacon.The Hollow warship casts off from the spire with cold precision and brings her batteries to bear.Battle: Hollowed ship · Long rangeIf you win:The front falls back 1+1 The Crown standing
- [Stone mage] Send your stone mage in a skiff to seal the cracked beacon base quietly.Crew: Mage · Stone caster
- Log the dark beacon's coordinates on your chart and move on.You mark the fallen beacon on your navigation chart to warn future ships.Reveal 1 waypoints
- Slip past quietly while the Hollow ship is busy siphoning.Preoccupied with draining the beacon, the Hollow ship ignores you as you glide past.
Campfires on the Rock

The Hush FrontSafe anchorage
Campfires burn atop an anchorage rock where a few dozen shipwreck survivors have gathered alongside an armed raider sloop. They wave you in to trade—though on the Hushfront, some crews go over to the Hollow and lure passing ships in to seize their hulls.
- Drop anchor at the rock and camp with them.
- Keep your ship airborne and trade by lowered boat only.They row a skiff out to trade supplies and news across the gap without anyone setting foot on your deck.Opens a shop
- Ignore their signals and stay in open sky.The campfires shrink astern as someone on the rock keeps waving.
Signal Kite Over the Storm

A signal kite rises above the storm clouds on a mile-long tether, flashing a distress mirror—a ship is trapped down in the squall calling for aid, though it could just as easily be a pirate lure.
- Descend into the storm along the kite line to investigate.
- Stay safely above the storm and signal back with your mirror.
- Steer around the storm and ignore the signal.The mirror flashes fade astern as you skirt the thunderhead.
Vote Before Boarding
A Free Captains' brig pulls alongside with her gunports open. Under the rebel Articles, her crew must hold a deck vote before attacking—and her captain invites you to make your case first.
- [Free Captains +1] Cite the Seventh Article forbidding attacks on allied ships.The Free Captains standing 1+You quote the Seventh Article word for word; impressed, the brig's crew votes to share a round of drinks and local sky-charts instead.Reveal 2 waypointsHeal 20 HP
- [Vulpine] Have crewmate rally their crew with a speech against the Crown.Crew: Vulpine
- [Heat 6+] Boast about the massive Excise bounty on your ship.Heat 6+"Any ship the Crown hates that much is a friend of ours!" their captain declares, and the crew cheers you on your way.+1 The Free Captains standing
- Pay forty silver into their crew's prize fund to buy safe passage. (40 silver)Costs 40 silverThe crew votes to accept your silver tribute, and their captain marks your ship down as a friend of the Free Captains.+1 The Free Captains standing
- Refuse to talk and ready your guns.Seeing your gunports open, the brig's crew votes unanimously to attack!Battle: Sky pirates
Hunted Mender
A gray bounty-hunting cutter circles a dense cloud bank. Her captain hails you: an unlicensed wild mender is hiding inside the cloud with a price on her head. If you help flush her out, she'll split the bounty.
- Help the bounty hunters corner the mender's skiff.You cut off the escape route with your guns until the mender surrenders; the hunters pay your sixty-silver cut and haul her away in irons.+60 silver+1 The Crown standing−1 The Undertow standing−1 The Free Captains standing
- [Chiropteran] Fly into the cloud bank and guide the mender out unseen.Crew: Chiropterancrewmate locates the hidden skiff by echolocation and guides her out the far side of the cloud; grateful, the fugitive mender joins your crew.New crewmate: Wild caster+1 heat+1 The Undertow standing
- [Mender] Flash the secret menders' lantern-code to warn her away.Crew: Mendercrewmate signals the patrol's position with a shuttered lamp, letting the fugitive skiff slip away while you distract the hunters.+1 heat+1 The Undertow standing+1 The Free Captains standing
- [Forged papers] Pass forged registry papers into the cloud on a weighted line.1 forged papersWith your forged papers and a fresh hull name, the mender's skiff sails right past the bounty cutter's bow without raising suspicion.−1 forged papers+1 The Undertow standing+1 The Free Captains standing
- Claim you haven't seen any skiff in the cloud.
The Hermit Teacher
On a tiny floating rock sits a cottage, a goat, and an old woman shelling peas. Runaway wild casters travel from across the Reaches to train with her—she teaches magical Control for free.
- [Wild caster] Leave crewmate with her for a day of Control training.Crew: Wild casterCosts 2 provisionsAfter a quiet day shelling peas and practicing breathing exercises with the old master, crewmate returns with steadier magical control.+1 Control
- Gift her three sacks of provisions for her pantry. (3 provisions)Costs 3 provisionsShe thanks you warmly with a sack of fresh peas and a traditional blessing that leaves your whole crew rested and heartened.Heal 40 HP
- Invite her to join your crew.She chuckles and shakes her head. "And who would stay here to feed the goat?"
- Set course and fly on.You dip your sails in respect and fly on.
Undertow Recruiter
An Undertow skiff signals you with a double-shuttered lantern. The grease-stained engineer at her tiller calls across: "We're building a secret haven out here, Captain—we need fuel crystal and skilled hands."
- Donate six crystal to support the Undertow project. (6 crystal)Costs 6 crystalShe stows the crystal in a lead-lined chest and teaches you the Undertow's secret recognition signal.+1 The Undertow standing
- [Wild caster] Let crewmate speak privately with the Undertow recruiter.Crew: Wild casterNot: Crew: Captain · Wild caster
- [Undertow +2] Ask what the Undertow is constructing out in the Reaches.The Undertow standing 2+"A great mana-cistern for the sky," she confides, and marks three hidden Undertow sanctuaries on your chart.Reveal 3 waypoints
- [Marine] Seize the Undertow recruiter for the Crown bounty.Crew: Marine
- Wish her luck and continue on your course.She flashes her lantern twice in farewell and disappears into the clouds.
Runaway Debtors
An unregistered coastal sloop packed with twelve runaway citizens is fleeing a bounty cutter. Condemned to the Lowborn rolls as indentured workers for debt, they have been running for three hundred miles.
- Bring the runaways aboard your ship and outrun the bounty cutter.
- [Smuggler's Nook] Hide all twelve runaways inside your Smuggler's Nook and submit to inspection.Room: Smuggler's NookThe bounty hunters search your hold with mana-meters and hounds but find nothing, letting you deliver the hidden refugees to the next haven.−2 provisions+1 The Free Captains standing+1 The Undertow standing
- [Water mage] Conjure a dense fog bank to hide the fleeing sloop.Crew: Mage · Water castercrewmate thickens the clouds into a blinding fog around the bounty cutter, letting the refugees' sloop escape cleanly.−14 mana (the crewmate who acted)+1 The Free Captains standing+1 The Undertow standing
- Block the sloop and hand the runaways over to the bounty hunters.The bounty hunters pay you a hundred and ten silver for the twelve captives, leaving your own crew in disgusted silence.+110 silver+1 The Crown standing−2 The Free Captains standing−2 The Undertow standingTrait: Grieving
- Stay out of it and fly on.You hold your course as the bounty cutter overtakes the fleeing sloop behind you.
Crown Intelligence Agent
An unmarked gig pulls alongside, carrying a sharp-eyed agent in a plain coat. "There is a hidden rebel refuge nearby with lantern-lit rope bridges," he says. "The Crown will pay handsomely for its coordinates."
- Sell him the coordinates to the Lantern Haven.He counts out a hundred and ten silver in fresh Crown coin and commits the haven's location to memory.+110 silver+2 The Crown standing−2 The Free Captains standing−2 The Undertow standing
- [Vulpine] Sell him false coordinates leading into a skywyrm nest.Crew: Vulpine
- [Free Captains +1] Warn him that the entire Free Captains' fleet guards that haven.The Free Captains standing 1+"Then the Admiralty will need a larger squadron," he replies before departing—giving you time to send a warning to the haven.+1 The Free Captains standing
- Order the Crown spy off your ship.He climbs back down to his boat and memorizes your ship's name for the Crown's watchlists.+2 heat
- Claim you don't know anything about a hidden haven.He gives a thin, knowing smile and rows back into the mist.
Crippled Corsair
A battered corsair sloop, holed and trailing smoke from an earlier battle, raises a white flag of surrender as you close in. Her captain shouts across: "Take our cargo, just spare my crew!"
- Accept their surrender and take their cargo.They pass across forty silver and five crystal over a gangplank, and their grateful captain swears to remember your mercy.
- [Surgeon] Board their ship and treat their wounded too.Crew: SurgeonCosts 1 flaskscrewmate tends their injured sailors until nightfall; in gratitude, their captain gives you forty silver plus her masthead Signal Mirror.
- Strip their silver and gun batteries, then leave them adrift.You pry the weapon battery off their deck mounts and take their forty silver, leaving the disarmed sloop to limp home.Weapon: a random weapon+40 silver
- Ignore the white flag and open fire to finish them off.Seeing you run out your guns, the desperate corsairs haul down the white rag and fight for their lives!Battle: Sky pirates · Close range
A Debt Repaid
A patched corsair sloop drops out of the clouds—the very crew you spared earlier. Seeing a Crown bounty cutter shadowing your wake, the pirate captain salutes you and swings her guns toward your pursuer!
- Join forces with the corsair sloop to crush the bounty hunter.Caught two-on-one, the bounty cutter scrambles to defend herself!Battle: Bounty hunters · Long rangeIf you win:+1 The Free Captains standing
- Slip away while the corsair sloop keeps the bounty hunter busy.Gunfire echoes behind you for an hour as the pirate sloop draws the bounty hunter off your trail.−2 heat
- [Free Captains +1] Invite her to fly escort with your ship for the day.The Free Captains standing 1+She flies wingman with you all day, driving off the bounty hunter and sharing secret smuggler routes across the sector.Reveal 4 waypoints−1 heat+1 The Free Captains standing
Pale Sails
A small boat drifts by with a shaken, half-drunk captain at the tiller. "Three white ships!" she gasps before you can even hail. "Pale lanterns in the fog—and their Admiral shapes the living hull-wood with her bare hands!"
- Give her fresh water and ask where she sighted the white squadron. (1 provisions)Costs 1 provisionsShe gulps down the water and marks the coordinates where she fled the mysterious white ships.Reveal 3 waypoints
- [Shaper] Have crewmate ask how the Admiral shapes living ship-timber.Crew: ShaperShe describes the Admiral's technique; practicing on a deck plank all night, crewmate refines their own shaping control.+1 ControlWear on the crewmate who acted
- [Chiropteran] Have crewmate ask what the white ships sound like on the wind.Crew: Chiropteran"They hum like moths around a candle," she whispers. crewmate listens for that eerie resonance, charting safe lanes away from them.Reveal 2 waypoints
- Leave her to it.She raises her bottle in a shaky salute as you fly past.
Skywyrm Perch
A scorched rock spire rises ahead, its ledges littered with bleached bones. Coiled on the summit is a massive skywyrm, dozing with one eye half-open.
- Throttle down and glide past quietly below the spire.
- [Avian] Scout a high thermal current above the spire.Crew: Aviancrewmate spots a rising thermal on the far side, letting you soar high out of the skywyrm's reach.−1 crystal
- [Lupine] Scent the air to tell how recently the beast fed.Crew: Lupinecrewmate sniffs the wind: "It gorged itself yesterday—it won't wake." You land on the lower ledge and loot forty-five silver and bolts from the bones.+45 silver+3 bolts
- Attack the skywyrm for its valuable hide and bones.With the sun at your back, you dive on the spire with all guns blazing!Battle: Skywyrm · Long rangeIf you win:+50 silver
Three Green Flares
Three green signal flares rise from a cloud bank—the smugglers' code for a cargo drop. A contraband sloop glides out and waves you alongside, mistaking your hull for their buyer.
- [Quartermaster] Play along and buy the contraband shipment. (40 silver)Crew: QuartermasterCosts 40 silvercrewmate talks the part of a veteran fence and buys two crates of prime contraband at wholesale price.Cargo: 2 × contraband
- [Vulpine] Play along and bluff them into handing over the crates on credit.Crew: Vulpine
- Admit they have the wrong ship, but offer to trade.Impressed by your honesty, the smuggler captain laughs and opens his hold to trade.Opens a shop
- Set course and fly on.You hold your course as the green flares fade into the mist.
The Floating Infirmary
A raft of lashed-together hulls flies a white banner marked with a red hand: an outlaw hospital serving refugees beyond Charter law. Today its decks are packed with wounded survivors from a bounty-hunter raid.
- Donate three healing flasks to the hospital raft. (3 flasks)Costs 3 flasksThe chief mender accepts your flasks with a grateful nod and hurries back to the operating tables.+1 The Free Captains standing+1 The Undertow standing
- [Mender] Send crewmate aboard to help heal the raid survivors.Crew: Mendercrewmate works until their hands tremble, saving three critically wounded refugees—one of whom asks to join your crew.Wear on the crewmate who actedNew crewmate+1 The Free Captains standing+1 The Undertow standing
- [Surgeon] Send crewmate over to set bones and stitch wounds.Crew: Surgeoncrewmate operates until nightfall; in thanks, the hospital's chief mender gifts you a stocked Surgeon's Chest.Fitting: Surgeon's Chest+1 The Free Captains standing
- [Infirmary] Take the critical patients into your ship's Infirmary. (3 provisions)Room: InfirmaryCosts 3 provisionsYou treat the worst cases in your own Infirmary for two days, and the hospital pays you six crystal salvaged from a Crown barge.+6 crystal+1 The Free Captains standing
- Set course and fly on.You fly on past the hospital raft's fluttering banner.
The Stone Bridge
Stretched between two floating rocks, a wild shaper is holding a makeshift stone bridge together with her bare hands while fleeing refugees scramble across. Her nose is bleeding from the strain—and a bounty cutter's gray sail is closing in fast.
- [Shaper] Have crewmate brace the other end of the stone bridge.Crew: Shapercrewmate locks hands into the stone beside hers, holding the span until the last child crosses; the fugitive shaper joins your crew as you slip away.Wear on the crewmate who actedNew crewmate: Wild caster+1 The Undertow standingA wild caster reaches safety
- [Stone mage] Permanently fuse the stone bridge so she can let go.Crew: Mage · Stone castercrewmate welds the stone span solid with magic, saving the refugees and letting the exhausted shaper rest safely.−15 mana (the crewmate who acted)+1 The Free Captains standing+1 The Undertow standingA wild caster reaches safety
- [Boarding Harpoon] Fire a cable across the gap and winch the refugees over.Room: Boarding Harpoon
- Turn your ship sideways to block the oncoming bounty cutter.You throw your hull between the refugees and the bounty cutter as she runs out her harpoon guns!Battle: Bounty hunters · Close rangeIf you win:+1 The Free Captains standing+1 The Undertow standingA wild caster reaches safety
- Fly on—you can't afford to get caught in a fight here.You hold your course and leave the refugees to their fate.
The Iron Shepherd
A herd of mountain goats is crossing a high rope bridge between two crags, herded by a rough iron golem. At the far end, a wild quickener waves her shepherd's crook and hails you to trade.
- Buy fresh goat cheese and milk for the crew. (20 silver)Costs 20 silverYou load six crates of sharp cheese and fresh milk that lift the whole crew's spirits.+6 provisionsHeal 20 HP
- [Quickener] Have crewmate ask how she keeps her iron golem so steady.Crew: QuickenerOver an afternoon of shop talk, the shepherd teaches crewmate the knack of maintaining a calm, steady link with a construct.+1 Control
- [Construct] Let crewmate greet her iron herding-golem.Crew: ConstructThe two constructs stand face-to-face until the shepherd's golem hangs a brass goat-bell around yours, and she gifts you a wheel of aged cheese.Fitting: A Wheel of Good Cheese
- [Ursine] Help carry the young goat kids across the rope bridge.Crew: Ursinecrewmate carries the kids across two at a time, and the grateful shepherd pays you five crystal she found in a wyrm's nest.+5 crystal
- Set course and fly on.You wave to the shepherd and fly on.
Bounty Contract
A bounty cutter lies anchored in a quiet lane, her hull painted with wanted portraits and reward prices. Her captain hails you: she needs a partner to help take down a dangerous Free Captain worth a hundred silver.
- Join the hunt and attack the wanted Free Captain.You track down the Free Captain's ship; spotting your guns alongside the hunters, she prepares for battle!−1 The Free Captains standingBattle: Sky pirates · Long rangeIf you win:+80 silver
- [Warrant] Pay sixty silver to buy crewmate's wanted portrait off her hull. (60 silver)Crew: WarrantCosts 60 silverThe bounty captain pockets your sixty silver, tears up crewmate's warrant, and paints over crewmate's face on her hull.Loses trait: Warrant
- [Free Captains +1] Fly ahead to warn the targeted Free Captain.The Free Captains standing 1+You reach the Free Captain first and warn her of the ambush; she rewards you with seven crystal.+7 crystal+1 The Free Captains standing
- Decline.The bounty captain shrugs and goes back to painting wanted portraits on her hull.
Guiding Wisps
A line of glowing wisps bobs in the twilight ahead of your bow, hovering patiently as if waiting to lead your ship somewhere.
- Alter course and follow the trail of wisps.
- [Wisper] Have crewmate commune with the drifting wisps.Crew: Wispercrewmate stretches out both hands and welcomes the orphaned spirits aboard, binding one into a Wisp Lantern for your ship.Device: Wisp LanternWear on the crewmate who acted
- Put out your deck lamps and ignore the wisps.After hovering a moment longer, the line of lights drifts away into the dark.
Ashes of the Haven
Black smoke rises from the rocks where the Lantern Haven stood before you sold its coordinates. A Crown frigate is sailing away from the ruins, and the survivors clinging to the wreckage below recognize your ship.
- Bring the survivors aboard and feed them. (3 provisions)Costs 3 provisionsThe survivors climb aboard in grim silence; one spits on your deck when she recognizes your hull, leaving your own crew racked with guilt.+1 The Free Captains standingTrait: Grieving
- [Mender] Have crewmate treat the burned and wounded survivors.Crew: Mendercrewmate tends their burns without asking how the Crown found the haven—though the survivors already know what you did.Wear on the crewmate who acted+1 The Undertow standing
- Record the names of those killed in the raid in your ship's log.With cold stares, the survivors recite the names of their dead for your logbook.+1 The Free Captains standing
- Keep your distance.You steer clear of the burning wreckage as the smoke trails behind you all day.
The Dust-Cook's Barge
Hidden inside a cloudbank, a rickety barge reeking of burnt sugar is boiling illicit crystal dust out of refinery slag. The silver-stained crew waves you alongside to buy straight from the vats.
- Buy four tins of fresh crystal dust. (20 silver)Costs 20 silverThey hand over a warm tin of freshly refined crystal dust.+4 dust
- [Silvered] Let crewmate talk privately with the chief dust-cook.Crew: Silvered
- [Quartermaster] Buy two wholesale crates of dust to smuggle. (40 silver)Crew: QuartermasterCosts 40 silvercrewmate negotiates a bulk price for two crates of contraband dust and seals them in the hold.Cargo: 2 × contraband
- [Fire mage] Torch the illegal dust-barge.Crew: Mage · Fire castercrewmate ignites the volatile cooking vats, sending the crew scrambling into lifeboats as the barge goes up in flames—pleasing the Crown, but angering the outlaws.−10 mana (the crewmate who acted)−1 The Undertow standing−1 The Free Captains standing+1 The Crown standing
- Set course and fly on.You fly clear of the acrid chemical fumes.
The Roost Tower
A hollow stone spire rises from the clouds, its dark windows teeming with thousands of roosting gloomwings. Old smuggler chalk-marks at the base point to a hidden cache inside.
- Put out your lanterns and sneak inside for the smuggler's cache.
- [Chiropteran] Send crewmate into the dark roost alone.Crew: Chiropterancrewmate navigates the pitch-black roost by echolocation without waking a single gloomwing, returning with fifty silver and four crystal.+50 silver+4 crystal
- [Fire mage] Smoke the gloomwing swarm out of the tower.Crew: Mage · Fire caster
- Leave the infested spire alone.You steer clear of the dark windows and fly on.
The Night Market
the port holds its black market after dark under shuttered lanterns. The stalls openly sell goods banned by the Charter: unlicensed devices, wild spellbooks, and forged ship papers.
- Browse the black-market stalls.Dealers open their crates of untaxed contraband and rare gear for trade.Opens a shop
- Buy a set of forged ship registry papers. (45 silver)Costs 45 silverYou purchase crisp registry documents stamped with authentic seals and a clean hull identity.+1 forged papers
- [Heat 4+] Pay the document scrubbers to purge your Excise heat. (50 silver)Heat 4+Costs 50 silverA specialist in a back room alters your manifest and bribes the relay clerks, wiping away three points of Excise heat.−3 heat
- [Vulpine] Have crewmate sell tall tales of your voyages to the street balladeers.Crew: VulpineBy morning every tavern is singing a wildly exaggerated ballad about your ship, earning you thirty silver and renown among the Free Captains.+30 silver+1 heat+1 The Free Captains standing
- Skip the fair and head into port.You step past the night stalls and head into port.
The Lantern Haven
After you flash the secret lantern signal, the hidden refuge at the port lowers a bridge for your crew. Families cross rope walkways overhead while a wild caster on a porch teaches three novices how to steady their magic.
- Donate four crates of provisions to the refuge pantry. (4 provisions)Costs 4 provisionsThe haven's quartermaster logs your donation anonymously and thanks you on behalf of the Undertow and Free Captains.+1 The Free Captains standing+1 The Undertow standing
- [Wild caster] Let crewmate join the circle on the porch to rest and share techniques.Crew: Wild castercrewmate spends a peaceful evening swapping stories with fellow wild casters, lifting the whole crew's spirits.Heal 40 HP+1 The Undertow standing
- [Smuggler's Nook] Smuggle a hunted family out to a safer sector in your Nook.Room: Smuggler's NookYou ferry the family to safety inside your hidden compartment, and they gift you three crates of fresh bread in gratitude.+3 provisions+1 The Free Captains standing+1 The Undertow standing
- Offer a place in your crew to any refugee looking to sail.A sharp-eyed fugitive with a Crown warrant on her head gladly signs on with your crew.New crewmate
- Skip the fair and head into port.You head into the haven to conduct your port business.
The Articles Hall
The Free Captains of the port gather in a noisy feast-hall where the rebel Articles are painted across the ceiling beams. Tonight the crews are holding an arm-wrestling tournament and a fleet council vote.
- [Ursine] Enter crewmate in the captains' arm-wrestling tournament.Crew: Ursine
- [Duelist] Have crewmate accept a friendly sparring challenge on the hall floor.Crew: Duelist
- [Free Captains +2] Take the floor and speak at the fleet council vote.The Free Captains standing 2+Winning the hall's vote, the captains share their latest patrol charts and treat your crew to a night of rum.Reveal 4 waypointsHeal 30 HP
- Pay twenty silver in fleet dues and sign the Free Captains' Articles. (20 silver)Costs 20 silverYou add your signature beneath three hundred rebel captains as the entire hall roars in approval.+1 The Free Captains standing
- Skip the fair and head into port.You leave the captains to their council and head ashore.
Wrecked Bounty Cutter
A bounty-hunting cutter lies smashed on a rocky ridge, her gray sails shredded. Inside the captain's cabin sits a bound folder of active arrest warrants and an iron strongbox chained to the deck.
- Smash the chain and pry open the strongbox.
- Burn the folder of arrest warrants in the cabin stove.You feed forty active warrants into the flames, wiping away the hunters' records and easing the heat on your ship.−2 heat+1 The Free Captains standing+1 The Undertow standing
- [Warrant] Let crewmate find and destroy their own arrest warrant.Crew: Warrantcrewmate finds their own wanted sheet with sketch and seal, tearing it to shreds so the bounty hunters can no longer track them.Loses trait: Warrant−1 heat
- Recover the warrant files to sell back to a Crown agent.A Crown intelligence officer at the next port pays you sixty silver for the recovered warrant files.+60 silver+1 The Crown standing−1 The Undertow standing−1 The Free Captains standing
Grounded Refugee Barge
A crowded refugee barge lies stranded on a barren floating rock, her Keel enchantment burned out. The exhausted survivors have been camped under her hull for eleven days waiting for rescue.
- Give the stranded refugees four crates of provisions. (4 provisions)Costs 4 provisionsYour rations save the camp from starvation, and a grateful young wild wisper among the refugees joins your crew.New crewmate: Wild caster+1 The Free Captains standingA wild caster reaches safety
- [Stone Warden] Re-infuse the barge's Keelstone so she can fly.Crew: Warden · Stone castercrewmate pours stone-magic into the dead Keel until the barge lifts back into the air; the grateful refugees pool thirty silver to thank you.−18 mana (the crewmate who acted)+30 silver+1 The Free Captains standing+1 The Undertow standing
- [Repair 2+] Rebuild the barge's cracked Keel housing. (2 provisions)Crew: Repair 2+Costs 2 provisionscrewmate works through the night to rebuild the housing, getting the refugee barge airborne again to a chorus of cheers.+1 Repair skill XP+1 The Free Captains standing+1 The Undertow standing
- Strip the stranded barge for spare bolts and crystal.Too weak to stop you, the stranded refugees watch in silence as you strip bolts and crystal from their shelter.+4 bolts+4 crystal−1 The Free Captains standing
The Smuggler's Wreck
A smuggler's sloop lies wrecked in a rocky gully with her hatches open and her main hold already looted. Still, experienced smugglers never keep their best cargo in the main hold.
- Pry up the deck planks to search for hidden compartments.
- [Vulpine] Have crewmate sniff out the hidden stash.Crew: Vulpinecrewmate goes straight to a loose bilge plank and uncovers two crates of contraband plus a set of forged ship papers.Cargo: 2 × contraband+1 forged papers
- [Smuggler's Nook] Check the exact spot where your own ship's Nook is built.Room: Smuggler's NookKnowing standard smuggler carpentry, you pop open the hidden latch in seconds and haul out two crates of contraband.Cargo: 2 × contraband
- Stay clear of the interior and salvage bolts and crystal from the outer hull.Using grappling hooks from your deck, you strip three bolts and three crystal safely from the wreck.+3 bolts+3 crystal
Wreckers' Beacon
The Unlicensed ReachesStorm cell
A black squall batters your ship with blinding rain. Ahead through the downpour, a cluster of lanterns shines steadily on a crag—either a sheltered harbor or a wreckers' trap meant to lure ships onto the rocks.
- Steer toward the lantern lights for shelter.
- Stay clear of the rocks and ride out the storm in open sky.
- [Air mage] Pilot the ship into the calm eye of the squall.Crew: Mage · Air castercrewmate threads the howling winds into the storm's calm center, hiding your trail completely.−10 mana (the crewmate who acted)−2 heat
- [Lookout 2] Use your telescope to inspect the lights from a safe distance.Lookout level 2+Your lookout spots fake beacons tied to poles—and locates the wreckers' unguarded supply cave, letting you raid their forty-five-silver stash!+45 silver−2 hull
The Shaper's Sanctuary
The Unlicensed ReachesSafe anchorage
A ring of stone spires shelters a pocket of dead-calm air. A solitary shaper lives here among chairs molded from living rock, offering a safe anchorage to any passing crew.
- Stop for a full rest to heal the crew and restore mana.Surrounded by still air and stone spires, your crew enjoys a full night of undisturbed rest.Heal 200 HP+200 mana (your mages)
- Rest the crew and trade her provisions to patch your hull. (3 provisions)Costs 3 provisionsWhile your crew rests, she molds living stone into your damaged hull seams to reinforce your planking.Heal 150 HP+200 mana (your mages)+4 hull
- [Shaper] Have crewmate spend the day practicing stone-shaping with her.Crew: Shapercrewmate spends the day molding a single boulder into a chair under her guidance, permanently sharpening crewmate's magical control.Heal 200 HP+200 mana (your mages)+1 Control
- [Heat 5+] Lay low in the hidden sanctuary for an extra day to shake pursuers. (3 provisions)Heat 5+Costs 3 provisionsAfter two days hidden inside the stone ring, the bounty hunters searching the Reaches lose your trail completely.Heal 200 HP+200 mana (your mages)−3 heat
Contested Outcrop
The Unlicensed ReachesCrystal outcrop
Two rival Free Captain crews are shouting threats across a rich crystal outcrop, each claiming first rights under the Articles. Neither crew has started mining—both have their guns aimed at each other.
- Land a crew and mine the seam while the two ships argue.
- [Free Captains +1] Arbitrate the dispute under the Ninth Article for a one-third share.The Free Captains standing 1+You cite the Ninth Article and split the seam three ways, walking away with five crystal and the respect of both crews.+5 crystal+1 The Free Captains standing
- [Ursine] Have crewmate stand between the two crews to stop the fight.Crew: Ursinecrewmate steps onto the middle of the rock and folds massive arms; the shouting stops, and you mine six crystal in peace.+6 crystal
- [Stone mage] Split the outcrop cleanly into two equal halves.Crew: Mage · Stone castercrewmate cracks the boulder straight down the middle so each crew gets its own half—and both captains toss you a share of crystal in thanks.−12 mana (the crewmate who acted)+6 crystal+1 The Free Captains standing
- Leave them to it.You fly on; an hour later, the boom of ballista fire echoes from the rock behind you.
The Smugglers' Cavern
The Unlicensed ReachesDungeon
Rotted rope ladders hang from a cave mouth on the underside of a floating crag. Three faded chalk symbols are drawn beside the entrance: a fox, a lantern, and a crossed-out crown.
- Climb the rope ladders into the cavern.The old ropes creak under your boots as your party climbs up into the dark stone mouth.
- [Vulpine] Have crewmate decipher the smugglers' chalk symbols first.Crew: Vulpinecrewmate reads the cant easily: "The fox marks the safe passage, the lantern marks an old guard post, and the crossed crown is a trap."
- [Chiropteran] Send crewmate ahead to map the cavern by echolocation.Crew: Chiropterancrewmate flies through the dark passages and returns with a complete mental map of the safe route forward.
- Leave it.You leave the dangling ladders behind and fly on.
The Tunnel Fork
Inside the cavern, the tunnel splits into multiple branches marked with chalk symbols—one with a lantern, another with a crossed-out crown.
- [The fox way] Take the hidden side-passage marked with the chalk fox.The fox-marked passage bypasses every trap and guard post, leading straight to the inner vault.
- Take the branch marked with the chalk lantern.
- Take the branch marked with the crossed-out crown.
- Turn back.You climb back down the rope ladders empty-handed.
The Hoard
Inside the hoard chamber sit crates of banned spellbooks, a heavy strongbox, and the skeleton of an old Free Captain sitting in a chair with the rebel Articles folded in her lap.
- Loot the entire chamber—contraband, silver, and all.In four trips, your crew hauls aboard three crates of contraband and sixty silver from the strongbox.
- [Free Captains +1] Take only the crew's share and bring the dead captain's effects back to the Muster.The Free Captains standing 1+Honoring the Articles, you return the captain's personal share to the Free Captains—who reward your ship with forty-five silver and her Black Flag.
- [Mage] Have crewmate study the crate of unlicensed spellbooks before looting.Crew: Magecrewmate discovers a masterwork spellbook annotated by a wild caster, along with sixty silver and a crate of contraband.
The Burned Refuge
The Unlicensed ReachesDungeon
A rebel refuge carved into a split rock was torched by bounty hunters a week ago. Woodsmoke still hangs in the air, and the last standing wall is covered in the chalked names of the missing.
- Descend the stone steps into the burned-out lower levels.The soot-blackened stone stairs are still warm underfoot as you head down.
- Copy the memorial names from the standing wall into your ship's log first.Your crew spends an hour recording every chalked name into the ship's log before descending into the ruin.
- [Emberkin] Send crewmate across the hot ash to scout the lower entrance.Crew: EmberkinWalking barefoot through the glowing embers, crewmate uncovers four sacks of crystal and a clear stair down.+4 crystal
- [You sold the haven] Read the names chalked on the scorched wall.You recognize several names from the Lantern Haven—they fled here after your betrayal, only to be hunted down again.Trait: Grieving
- Leave it.You pull away from the smoking ruin and fly on.
Beneath the Ash
Beneath the ash in the lowest chamber, you uncover a concealed cellar hatch—and hear faint knocking from below. Fresh hobnailed bootprints in the soot warn that bounty hunters are still prowling nearby.
- Lift the cellar hatch.The knocking stops, and a terrified voice whispers from the dark: "Are the hunters gone?"
- [Chiropteran] Have crewmate listen to the tunnels before opening the hatch.Crew: Chiropterancrewmate presses an ear to the stone: "Nine survivors under the hatch—and armed hunters marching back down the tunnel." Forewarned, you set an ambush.
- [Marine] Have crewmate rig a tripwire ambush in the approach tunnel first.Crew: Marinecrewmate strings a wire across the dark passage and takes cover to ambush the returning bounty hunters.
- Leave the hatch shut and get out before the bounty hunters return.You retreat up the stairs to your ship before the hunters' patrol returns.
Trapped Survivors
Nine starving refugees huddle inside the cellar while an exhausted wild shaper holds up the cracked stone ceiling with her bare hands. Behind you, heavy boots echo down the tunnel—the bounty hunters have returned!
- [Ready] Spring your tunnel ambush on the returning bounty hunters.Your ambush shatters the hunters' squad and sends the survivors fleeing! You loot thirty silver, evacuate the refugees, and welcome their grateful shaper aboard.+30 silverNew crewmate: Wild caster+1 The Free Captains standing+1 The Undertow standingLedger: Delver
- [Shaper] Have crewmate brace the cracked ceiling so everyone can slip out the back.Crew: Shapercrewmate takes the ceiling's weight alongside the refugee shaper until every survivor escapes; she gratefully joins your crew.Wear on the crewmate who actedNew crewmate: Wild caster+1 The Free Captains standing+1 The Undertow standingLedger: Delver
- Carry the weakest survivors up to your ship and fight your way past the hunters' cutter.You haul the refugees out to your deck just as the bounty hunters' cutter dives to intercept you!Ledger: DelverBattle: Bounty hunters · Close rangeIf you win:New crewmate: Wild caster+1 The Free Captains standing+1 The Undertow standing
- Pay the bounty hunters sixty silver to walk away and leave the refugees to you. (60 silver)Costs 60 silverDeciding sixty silver in hand beats a bloody tunnel fight, the hunters pocket your coin and march off.
- Betray the survivors and sell all nine to the bounty hunters.The hunters pay you a hundred and ten silver by the head; the captive shaper glares at you in cold fury as they chain her wrists, leaving your crew ashamed.+110 silver+1 The Crown standing−2 The Free Captains standing−2 The Undertow standingTrait: GrievingLedger: Delver
Hush-Struck Refuge
The Unlicensed ReachesUnder the Hush
A wall of the Hush has swallowed this rock refuge. Every lamp is dead, and at the long mess table the inhabitants sit frozen and silver-skinned before cold bowls of soup.
- Loot the refuge's supply stores.
- [Hush-touched] Let crewmate walk among the still figures to check for survivors.Crew: Hush-touchedcrewmate checks the silent hall until an old deckhand blinks awake at crewmate's touch and follows you back aboard.New crewmate: Deckhand
- [Undertow +1] Search for a hidden Undertow emergency cache.The Undertow standing 1+Spotting the Undertow's cistern mark chalked beside the hearth, you pry loose the hearthstone to recover six crystal and two healing flasks.+6 crystal+2 flasks
- [Mender] Have crewmate pour wild magic into one of the Hush-frozen victims.Crew: Mender
- Close the door and leave the silent hall untouched.You shut the refuge door quietly and return to your ship.
Drifting Blind in the Hush
The Unlicensed ReachesUnder the Hush
Deep inside the dead weather, a Free Captains' sloop drifts with dark lanterns and a spinning compass. Blinded by the gray fog, her crew calls out for help, unable to see your ship.
- Throw them a tow-line and haul their sloop out of the Hush.
- [Chiropteran] Have crewmate guide their helmsman out using echolocation calls.Crew: Chiropterancrewmate calls out course corrections through the gray gloom, guiding both ships into clear air where they reward you with five crystal.+5 crystal+1 The Free Captains standing
- [Grounding Rod] Have crewmate channel a flare through the Grounding Rod to light their way.Crew: Carries Grounding RodAt triple the normal mana cost, crewmate ignites a blazing beacon that guides the blinded sloop to safety for a five-crystal reward.−20 mana (the crewmate who acted)+5 crystal+1 The Free Captains standing
- Keep silent and slip past them in the fog.You glide past in silence as their shouts fade into the gray.
Stranded Bounty Cutter
The Unlicensed ReachesUnder the Hush
A bounty cutter hangs becalmed in the dead weather, her Keel-glow nearly extinguished and her crew freezing. Her captain hails you in desperation—she was hunting your ship before the Hush trapped her.
- Rig a tow-line and haul the bounty cutter out of the Hush.
- [Heat 5+] Demand she strike your ship from the bounty rolls before you tow her.Heat 5+"Done," she rasps through gray lips. You tow her cutter into the light, and she strikes your ship off the hunters' bounty list.−3 heat
- [Mender] Evacuate and heal her sickest sailors, but leave the cutter stranded.Crew: Mendercrewmate brings her dying crewmates aboard for treatment while the bounty captain stays behind in the gray mist.Wear on the crewmate who acted−1 heat+1 The Crown standing
- Abandon your hunter to the dead weather.You fly on and leave the bounty cutter to go dark in the Hush.−1 heat
The Darkening Toll-Post
The Unlicensed ReachesUnder the Hush
Inside the gray waste, a single beacon still burns atop a floating rock. An old lighthouse keeper sits beside it, feeding it crystal chips one by one to keep the last light in the Reaches alive.
- Give the keeper four crystal to fuel his beacon. (4 crystal)Costs 4 crystalGrateful for the fuel, the old keeper maps the safest route out of the Hush and marks four landmarks on your chart.Reveal 4 waypoints
- [Fire mage] Supercharge the beacon with mage-fire.Crew: Mage · Fire casterPushing through the dead air, crewmate kindles the beacon into a blazing white flame; in thanks, the keeper gifts you his spare Leadglass Lantern.−20 mana (the crewmate who acted)Fitting: Leadglass Lantern
- Urge the old keeper to evacuate aboard your ship.
- Leave the keeper to his watch.His lone beacon shines behind you in the gray mist until it finally fades from view.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord
