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Knit-Wood

The Highwilds

RareThe HighwildsAct III
From a job

Cargo: Living knit-wood cuttings (valuable)

“The forester counts the living cuttings twice and asks how cold your cargo hold gets at night.”

Possible rewards: Self-knitting Planks

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

The Shipwright's Slipway

At the delivery port1
Deliver the living knit-wood cuttings to the shipwright's building ramp.
You deliver the cuttings to Pim Underbank, a lutrine shipwright with sawdust in her fur. She presses one living twig against a cracked hull plank, and by the time she lights her pipe, the wood fibers have knitted the crack shut. "Living knit-wood—grafted into a ship's hull, it repairs battle damage on its own. But a full hull graft only takes root if brushed with sap from the mother tree, and the ursine keepers of the Greywood refuse to sell their sap."
  • Fly to the Greywood and ask the ursine keepers for sap.
    "Ask them respectfully," Pim advises. "Ursine keepers have short tempers and big axes." She marks the route to the Greywood on your chart.
  • [Lutrine] Have crewmate ask Pim why she needs the sap so badly.
    Crew: Lutrine
    crewmate gets the whole story out of her: she has three cracked hulls waiting on her slipway, two apprentices to feed, and a timber merchant threatening to foreclose. Pim marks the Greywood on your chart and teaches crewmate how to cut a living wood-graft.
    +1 Repair skill XP
  • Take your delivery pay and leave.
    She pays you fifteen silver, adding a small bonus for keeping the cuttings cool in your hold.
    +15 silver
    The questline ends here.

Pim's Proposal

Right away2
Pim walks you past three unfinished hulls sitting on her slipway with split planking. "A single horn of mother-tree sap is enough to graft a whole ship. If the keepers grant you sap for your own hull, bring me whatever is left over and I'll make it worth your while. Or, if you don't want to risk the Greywood, you can haul my last batch of pre-grafted planks to a buyer in the next region."
  • Promise to bring Pim any sap left over after grafting your own hull.
    She shakes your hand warmly and has her yard crew caulk and tighten your loose hull planks before you set sail.
    +4 hull
  • Make no promises and fly to the Greywood solely for your own ship.
    She shrugs. "Fair enough—every captain looks to their own hull first." Even so, she lends you a tapping iron and a clean horn.
  • Skip the Greywood and take the job hauling her grafted planks to the charter shipyard.
    She loads her last few pre-grafted knit-wood planks into your hold for delivery to a Crown charter shipyard in the next region.
    New job: Grafted knit-wood planks

The Crown Agent at the Gate

Right away3
As you leave the slipway gate, a man in a Crown shipyard coat falls into step beside you. "Hollis Marr, representing the royal yards. Mother-tree sap is worth far more than that lutrine shipwright could ever pay you. Bring a full horn of sap to my cutter waiting outside the Greywood, and I'll pay you a fortune in Crown silver—no clan keeper needs to know."
  • Hear out his offer and take his contact card.
    He names a massive sum—one hundred and seventy silver—and slips a card with his cutter's rendezvous coordinates into your coat.
  • Tell him the clan's sacred sap is not for sale.
    He tips his hat. "Everything that mends a warship in battle is for sale, Captain. Good flying."
  • Report the Crown agent to Pim Underbank.
    Pim marches out of her yard swinging a heavy caulking mallet, and Marr beats a hasty retreat. Grateful, she pays you twenty silver from her lean purse.
    +20 silver

The Charter Shipyard

At the delivery port4
Deliver Pim's grafted knit-wood planks to the charter shipyard in the next region.
The charter yard master signs for the shipment and immediately posts guards over the crates. "Living knit-wood in a Crown yard—the Admiralty will claim every plank." Glancing along your ship's side, he lowers his voice. "Pim packed one extra plank over the manifest count. My shipwrights can fit it to your hull tonight, or I can buy the spare plank off you myself."
  • Have his shipwrights fit the spare knit-wood plank into your hull.
    A single plank cannot regenerate your entire ship, but by morning its living fibers have knitted tight with the surrounding planking, adding three maximum hull strength.
    +3 max hull
  • [Bulkheads] Have the spare plank sawn into living braces for your interior bulkheads.
    Room: Bulkheads
    Sawn into structural braces, the living wood takes root across your interior frames overnight, upgrading your Bulkheads and reinforcing your hull.
    Upgrade: Bulkheads+1 max hull
  • Sell the spare knit-wood plank to the yard master. (70 silver)
    He pays you seventy silver from his own purse and logs the extra plank as damaged in transit.
    +70 silver+1 The Crown standing

The Greywood

Sail to The Greywood (2–4 passages away)5
Find the mother tree in the Greywood and ask its ursine keepers for sap.
The Greywood fills a sheltered hollow between three rock spires. At its heart stands the ancient mother tree—but no keepers are tending it. Their timber lodge stands cold and silent, and the surrounding trees have been stripped of bark as high as a ship's mast by something huge nesting in the grove.
  • Lead a landing party down into the grove on foot.
    Landfall: The Greywood Hollow
  • [Ursine] Have crewmate give the traditional clan greeting at the keepers' lodge.
    Crew: Ursine
    An elderly ursine keeper answers from the lodge rafters where she has been hiding for nine days. She guides crewmate down a hidden hunter's path, allowing your party to ambush and slay the beast in the grove from behind.
    15 damage to the crewmate who acted
  • Hover over the grove and bombard whatever is nesting down there with your ship's guns!
    Your first salvo flushes the monster out of the stripped trees: a massive gloomwing queen as long as a barge, rising with her ravenous brood to attack your ship!
    Battle: Gloomwing swarm · Close range
  • Leave it for now.
    You hold position above the silent grove; whatever is feeding down there isn't leaving.

The Admiralty's Inquiry

Right away6
The next morning, the yard master arrives with a naval intelligence clerk holding a sealed Admiralty letter and a heavy purse. "The Admiralty wants the exact coordinates of the mother tree where knit-wood grows—not the lutrine shipwright's name, which we already have, but the sacred grove itself. Name the valley, and this purse is yours."
  • Betray the clans and give the Admiralty the coordinates of the Greywood. (110 silver)
    The clerk records the coordinates and pushes one hundred and ten silver across the table. By next season, Crown survey ships will be stripping the Greywood, and the clans will know who sold them out.
    +110 silver+1 The Crown standing−2 The Clans standing
    The questline ends here.
  • Give the clerk fake coordinates three valleys away from the true grove. (70 silver)
    You spin a convincing description of a distant, freezing canyon, pocketing seventy silver to send the Admiralty's surveyors on a wild goose chase.
    +70 silver+1 heat
    The questline ends here.
  • Refuse to answer: tell them you haul cargo, not intelligence.
    The yard master hides a smile. "Then the Admiralty can do its own scouting." Respecting your discretion, he has his riggers overhaul your hull for six points of repair and pays a thirty-silver bonus, while word of your loyalty reaches the Highwild clans.
    +6 hull+30 silver+1 The Clans standing
    The questline ends here.

The Mother Tree

Right away7
Speak with Old Marrat, the keeper of the mother tree.
With the grove cleared without harming the trees, the last keeper—an elderly ursine named Old Marrat—taps the ancient mother tree and fills a large horn with fragrant sap. "You saved my grove cleanly. Sap to graft your own ship is yours by right—but sap to sell to outsiders is forbidden."
  • Have Old Marrat graft living knit-wood into your ship's hull.
    Marrat brushes the mother-tree sap along your hull planking, awakening the knit-wood grafts so your hull slowly regenerates damage on its own.
    The questline ends here.
  • [Clans +1] Have her graft your hull and ask for a clan keeper to tend the living wood aboard.
    The Clans standing 1+
    She grafts living knit-wood into your hull and sends her grandson aboard as an ursine marine—armed with a heavy battle-axe—to make sure the sacred wood is properly cared for.
    Relic: Self-knitting PlanksNew crewmate: Ursine, Marine
    The questline ends here.
  • Take the full horn of sap back to Pim Underbank and sell it all to her. (150 silver)
    Pim pays you one hundred and fifty silver without asking questions—though within a month, Old Marrat and the clans learn who sold the sacred sap.
    +150 silver−2 The Clans standing
    The questline ends here.
  • Have Marrat graft your hull, then explain Pim's plight to ask for a little extra sap.
    Marrat listens carefully. "Sap to mend honest ships is not sap sold for greed." After grafting living knit-wood into your hull, she fills a second small horn for Pim's slipway—earning you forty silver from the grateful shipwright and the respect of the clans.
    Relic: Self-knitting Planks+40 silver+1 The Clans standing
    The questline ends here.
  • Betray the keeper and sell the full horn of sap to Hollis Marr's Crown cutter. (170 silver)
    Waiting off the edge of the grove, Marr pays you one hundred and seventy silver on the spot and seals the horn for the royal shipyards—earning you Crown favor and the bitter enmity of the clans.
    +170 silver+1 The Crown standing−2 The Clans standing
    The questline ends here.

The Splintered Grove

Right away8
The gloomwing queen and her brood lie dead—along with forty knit-wood trees shattered by your ship's bombardment. An elderly ursine keeper, Old Marrat, climbs down from the lodge roof where she had been trapped for nine days. Surveying her ruined grove and your smoking gun deck, she says coldly, "You cleared my wood the way a hurricane clears it. The mother tree still stands, so I will pay what custom demands—and not a drop more."
  • Accept the small horn of sap she offers to graft a section of your hull.
    She fills a small horn—just enough sap to graft a single belt of hull planking, adding four maximum hull strength.
    +4 max hull
    The questline ends here.
  • Ask for the knit-wood timber felled by your bombardment instead of sap. (100 silver)
    Even dead knit-wood fetches a high price from shipwrights; your crew loads one hundred silver worth of fallen logs while Old Marrat watches in stony silence.
    +100 silver
    The questline ends here.
  • [Ursine] Have crewmate spend three days helping Old Marrat replant the shattered grove.
    Crew: Ursine
    crewmate spends three days helping Marrat plant forty fresh cuttings in the traditional manner. Softening, she grafts a belt of your hull planking herself and gives you three healing flasks of sap-salve for your sickbay.
    +4 max hull+3 flasks+1 The Clans standing
    The questline ends here.

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