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The Windless Rock

Anywhere in the sky

UncommonThe CogholdsAct IIAct IIIAct IV
From a tavern tip

A tip bought in a tavern for 20 silver.

“A bell-maker says an artificer hung a bronze spell-bell on a remote rock spire eleven years ago, and not a breath of wind has blown within a mile of it since.”

Possible rewards: Calming Bell Guild Master's Seal

5 scenes. Choices with a requirement only appear when you meet it.

The Windless Rock

Sail to The Windless Rock (2–5 passages away)1
Find the windless rock spire and the bronze bell that stills the air.
A mile from the rock spire, the wind dies completely and your sails hang slack, forcing you to coast in on your engine alone. Atop the stone tower swings a bronze bell that makes no sound at all. Below the cliff, three becalmed ships sit abandoned at their moorings.
  • Land on the rock and climb the bell tower.
    Landfall: The Bell-Hanger's Tower
  • [Air mage] Have crewmate sense the spell holding the air still.
    Crew: Air caster · Mage
    crewmate reaches out to the dead air. "A single wind-stilling enchantment is being repeated every minute from the top of that tower. We'll have to climb up there to stop it."
  • Leave it for now.
    It takes an hour on engine power alone to reach moving wind again.

The Artificer's Quarters

Right away2
After fighting past the tower's clockwork guardian on the stairs, you reach the dead artificer's quarters midway up. Inside sit his cot, his long-handled bell-making tools, and a thick journal—while overhead, the clockwork striker keeps ringing the silent bell.
  • Read the artificer's journal and take his lamp crystals.
    The journal spans eleven years: he hung the bell to shield a nearby port from a hurricane, and the mechanism worked too well to shut off. The final page explains how to ring the bell once by hand to calm a storm, and you pocket three crystals from his desk.
    +3 crystal
  • Leave the journal and take his precision tools to sell for 35 silver.
    You pack up his precision clockwork tools—worth thirty-five silver at any port—and continue up the stairs.
    +35 silver
  • [Air mage] Have crewmate study the wind-stilling resonance from the stairs.
    Crew: Air caster · Mage
    crewmate listens closely to the silent vibration of the bronze bell, mastering the wind-stilling weave while you read the operating instructions on the final page of the journal.
    +1 Casting skill XP

The Silent Bell

Right away3
Decide what to do with the wind-stilling bell.
At the top of the tower, the bronze bell hangs above a workbench strewn with the dead gnome's notes: a spell of dead calm cast into bronze and struck by clockwork every minute for eleven years. Down at the base of the cliff sit the three ships stranded here by earlier salvage crews.
  • Take the wind-stilling bell for your ship and pocket his 20 silver savings.
    The moment you unhook the bell from its frame, the wind rushes back across the rock and all three moored ships strain at their cables. You case the bell and pocket twenty silver from beneath the workbench notes.
    Device: Calming Bell+20 silver
  • Halt the clockwork striker and salvage the three becalmed ships below.
    With the bell silenced, the wind returns. Searching the three stranded hulls yields six crystals, four crates of rations, and a heavy sealed strongbox.
    +6 crystal+4 provisions
  • [Gnome] Have crewmate pack the bell, the striker, and the blueprints to build a second device.
    Crew: Gnome
    crewmate carefully packs the bronze bell, the clockwork striker, five crystals, and all the casting notes—enough to fabricate a bonus shipboard device before you reach the next port.
    Device: Calming BellDevice: a random device+5 crystal
    The questline ends here.

Eleven Years of Gale

Right away4
With the bell unhooked, eleven years of pent-up wind slam into the rock all at once! The three moored ships tear violently at their cables. One is a sleek sloop with her cargo hatches still sealed, and you have only minutes before the gale rips her moorings loose.
  • Cut your own mooring lines immediately and ride the gale out to sea.
    The furious tailwind hurls your ship across two sky lanes in a single hour, giving your lookout a clear view of three surrounding sectors before the wind settles.
    Reveal 3 waypoints
    The questline ends here.
  • Send a boarding party onto the sloop to loot her hold before her cables snap.
  • Strike the bell once by hand, as the journal instructed, to calm the gale.
    A single manual strike flattens the gale into dead calm just long enough for your crew to strip all three ships cleanly—yielding seventy silver, six crystals, and four crates of rations.
    +70 silver+6 crystal+4 provisions
    The questline ends here.

The Guild Paybox

Right away5
The strongbox recovered from the wrecks is a Trade Guild pay chest holding a refinery crew's wages, eleven years overdue. Its wax Guild seal is still unbroken: you can smash it open for the coin inside, or return it sealed to the Guild for a high-level commendation.
  • Break the seal and take the 100 silver inside.
    You smash the lock and pocket a hundred silver in eleven-year-old coin, tossing the broken Guild seal overboard.
    +100 silver−1 The Guild standing
    The questline ends here.
  • Turn the sealed paybox over to the next Guild courier vessel.
    The courier captain verifies the unbroken eleven-year-old seal and tips his hat in respect. The Trade Guild awards you a Master's Seal—guaranteeing top contract rates at every port—and adds your ship to its register of trusted carriers.
    Relic: Guild Master's Seal+1 The Guild standing
    The questline ends here.

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