The Guildhall
Unlocks bought with charts between voyages: contacts, paints, figureheads and the codex.
Finishing voyages earns charts, which you spend in the Guildhall on the title screen. Purchases carry over to every future voyage.
Contacts#
Change what you start a voyage with.
Refinery contact
Start with 10 more crystal and 20 less silver.
Apothecary contact
Start with one extra flask.
Armorer contact
Start with 6 extra bolts.
Gunsmith's contact
Swap your first weapon for another cheap one of your choosing.
Slaver's contact
Swap the last crewmate on the list for a crewmate of the trade you choose.
Supply shop's contact
Start with a cheap fitting of your choosing, and 15 less silver.
Food supplier's contact
Start with 6 more provisions and 12 less silver.
Forger's contact
Start with a forged paper and 15 less silver.
Hull paints#
Repaint any airship you own.
Paint: Midnight Lacquer
Dark hull, silver trim.
Paint: Port Rose
Warm rosewood with cream sails.
Paint: Moss & Brass
Green-stained timbers.
Paint: Lowborn Crimson
Every plank the color of your registration.
Paint: Gilded Heir
Pale wood and a great deal of gold leaf.
Paint: Storm Gray
Slate planking and white trim, the color of weather.
Paint: Sea Glass
Pale green timbers, like a bottle on a beach.
Paint: Kiln Black
Soot-black hull, ember-orange trim.
Paint: Chapel Ivory
Ivory and violet, like a memorial ribbon.
Figureheads#
A carved figurehead for the bow.
Figurehead: Brass Hen
A plump brass hen, polished by every hand that passes.
Figurehead: Owl
A carved owl with glass eyes that catch the lantern light.
Figurehead: Fox
A running fox in red lacquer.
Figurehead: Bear
A bear's head in dark oak, jaw set.
Figurehead: Heron
A white heron, neck drawn back, beak to the wind.
Figurehead: Lantern
A lantern on a brass bracket, lit whenever you make port.
Codex entries#
Lore of the world, read in the Guildhall.
Codex: The Charter
Who may cast, and where, and for whom.
Read the entry
The Charter says who may cast, and where, and for whom. It was written after the war to keep magic in the Academy's hands, and it has kept it there. A registered mage carries papers. An unregistered one carries a price. The Excise enforce it at every Charter port, with brass meters and a great deal of patience.
Codex: The Lowborn
The column nobody chose.
Read the entry
Every citizen in the Charter register is written in black, while the Lowborn, working folk of the lower class, are written in crimson; those of them who find magic usually discover and learn it on their own. Some captains paint that crimson across their hulls now, and dare anyone to challenge them.
Codex: The Carriers' Guild
The lanes, the contracts and the debts.
Read the entry
The Guild owns the lanes, the contracts and most of the debts. It will lend a captain a freighter and hold the debt until the ship is paid for, and it has never once been in a hurry. The Collector works for the Guild in the way a storm works for the sea: nobody gives the order, and everybody knows.
Codex: Ley Currents
Why some passages cost almost nothing.
Read the entry
Magic runs in the sky the way water runs in a valley: downhill, toward whatever wants it most. Where it runs strongly a ship can ride it for almost nothing. Air mages feel the currents in their teeth. Everyone else follows the dotted blue lines on a good chart, and trusts whoever drew them.
Codex: Mageholds
Towers along the lanes.
Read the entry
A magehold is a tower with a Charter license and a garrison. They were built along the lanes to keep the peace, and they still do, for a fee. Their batteries do not ask who you are before they fire. Fly high, or fly with papers.
Codex: The Hush
Dead weather.
Read the entry
Where the drain engines absorb magic, the sky goes still: no wind, no mana, no sound. Lamps burn blue and then not at all. The Hush moves at the speed of a walking man toward whatever holds the most magic, and nobody who flies into it comes back quite the same.
Codex: The Lineages
Trace, Blooded and Deep.
Read the entry
The beastborn carry an animal's blood, a little or a great deal: Trace, Blooded or Deep. The clans keep the old lines, hawk and bear and fox and wolf, and the rarer ones turn up in the mines and the foundry towns. The Charter counts them as neither mage nor mundane, which suits the Charter very well.
Codex: Wild Casters
Magic nobody licensed.
Read the entry
Some people are born with magic the Academy did not teach and cannot license. Menders, Wispers, Quickeners, Shapers: the Charter calls them all leaks and hunts them all the same. The Undertow smuggles them out one crate at a time. Control comes with time, stillness, and someone beside them who does not flinch.
Voyage modifiers#
Optional switches in the voyage settings when you start a run.
| Modifier | Effect |
|---|---|
| A fat purse | Start with 100 more silver. |
| No pressure front | Neither the Collector's sweep nor the Hush creeps across the chart. |
| Double events | About twice as many waypoints bring an event instead of a fight or plain trade. |
| Hardcore | No revivals of any kind, and a dead crewmate's devices are lost with them. |
| A fixed route | Choose the region for every act before you sail; each Harbor offers only that one. |
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord