The Darkened Beacons
Anywhere in the sky
From a chance meeting
Possible rewards: Tar Pot Star Glass Fog Kettle
8 scenes. Choices with a requirement only appear when you meet it.
A Light in the Fog
Right away1A thick fog rolls across the sky-lanes, and through the gloom shines a light where your chart shows only empty rock: an ancient stone beacon tower burning without a keeper. Your lookout swears the tower was dark an hour ago. Bolted to the door is an Old Kingdom brass plaque, with a crude wooden plank nailed right across it: KEEP OFF. WRECKERS' LAW.
- Climb the rock and read the brass plaque behind the warning sign.Prying back the plank, you read that this tower is Beacon Three of Seven, along with the compass bearing to Beacon Four. The lamp room above is deserted—its ancient crystal lens ignites automatically whenever fog touches the glass.
- [Lookout] Chart the beacon's exact position and surrounding lanes before the fog lifts.Room: LookoutAs the fog thins, the self-lighting beacon dims on its own. By then, your lookout has triangulated its exact coordinates, copied the bearing plaque, and sketched the surrounding sky-lanes.Reveal 3 waypoints
- Pry the self-lighting fog lens out of the beacon to keep for yourself.The crystal lens pops out of its brass bezel like a tooth, plunging the tower into permanent darkness. The glass is a hand's span wide, crystal-clear, and warm to the touch. Beneath the bezel, an engraved plate gives the bearing to the fourth beacon.
- Set course and fly on.The lonely light glimmers astern for a mile before the thickening fog swallows it whole.The questline ends here.
The Tar Boat
Right away2As you descend the stone steps, a skiff ties up at the base of the crag carrying two men with a bucket of hot pitch and a long-handled brush—come to black out the lantern glass. Spotting your armed crew, the older man hides the brush behind his back like a boy caught stealing apples. "Wreckers' law," he mutters without much conviction. "Says so right on the door."
- Run the two wreckers off the rock and confiscate their pot of hot pitch.They scramble into their skiff and row off into the mist, leaving their boiling tar pot behind on the stones—a ready-made weapon your bosun gladly hauls aboard.Device: Tar Pot
- Interrogate the pair about who pays them to black out the beacons.Eager to keep his skin whole, the younger man talks fast. A wrecker captain named Hask pays by the darkened tower and is personally working Beacon Four in the next region. Better yet, he reveals the patrol lanes Hask's sloops use so you can steer clear of ambushes.Reveal 3 waypoints
- [Marine] Have crewmate seize their skiff as well as their pitch pot.Crew: Marinecrewmate leaps into their skiff before they can push off, forcing both men to swim for the nearest shoal. You keep the boiling tar pot aboard and sell their boat at the next anchorage for twenty silver.Device: Tar Pot+20 silver
The Fourth Beacon
Sail to The Fourth Beacon in the next region3 Follow the ancient bearing line to the fourth beacon in the next region.
Beacon Four stands dark and blind, its lantern panes smeared thick with black pitch. Directly below the tower, on the jagged crags the light was built to warn against, lie the shattered ribs of three merchant hulls. A wrecker's sloop rides at anchor in the lee of the rock, and her captain rows over in person. "Leave the glass blacked out and there's a full share of tonight's wreck in it for you. Heavy fog is due by sundown."
- Scrape the pitch off the lantern glass and fight the wreckers when they attack.The evening fog rolls in right on schedule—and so do the wreckers, cannons blazing through the murk as the cleaned beacon flares to life overhead.+1 The Guild standingBattle: Sky pirates · Fog
- [Fire mage] Have crewmate burn the tar off the lantern glass from your deck.Crew: Fire caster · Magecrewmate projects a controlled lance of flame across the gap, melting the pitch off the lantern panes in moments. As the fog bank rolls in, the beacon blazes to life—exposing the wreckers' sloop right in front of an approaching Guild convoy's lookouts. The wreckers chop their mooring cable and flee.−15 mana (the crewmate who acted)+1 The Guild standing
- Fit the spare fog lens you took from the third beacon into this tower's lamp.The crystal lens drops cleanly into the brass bezel as if ground to match. The moment the fog rolls in, the lamp blazes to life, illuminating the wreckers' sloop directly ahead of an approaching Guild convoy. Cursing, the wreckers chop their anchor line and flee.+1 The Guild standing
- Accept the wrecker captain's bribe and leave the beacon dark.A merchant freighter piles onto the jagged rocks in the predawn fog. At first light, the wreckers count out your sixty-silver cut in coins still wet from the salvage.+60 silver+1 heat−2 The Guild standing→ Wet Coin
- Leave it for now.The wrecker captain shrugs and rows back to his sloop. Above the crag, the tarred beacon remains dark.
The Last Beacon
Sail to The Last Beacon in the next region4 Follow the bearing line to the seventh and final beacon in the next region.
True to the plaque in the fourth tower, the beacon line terminates at the seventh crag, where the ancient keepers maintained their central depot. It is the largest tower of the chain, built over a spiral stone stair descending deep into the rock. The air rising from the shaft smells of damp tin, and far below something drips steadily onto metal.
- Go down.Landfall: The Keepers' Store
- Leave it for now.The stone stair has waited in the dark since before the Charter was signed; it can wait a little longer.
Eleven Hulls
Right away5By daybreak, an eleven-ship Guild convoy has threaded safely past the crags by the light of your restored beacon. The convoy commodore sends a gig across with a purse of thirty silver and a proposal: "The Guild will pay handsomely to keep this beacon line lit for the season. Or you can follow the bearings to the seventh and final tower first, and see what the ancient keepers left behind."
- Take the thirty silver and follow the bearings to the seventh beacon.You pocket the purse and copy down the final bearing from the lamp-room plaque, while the convoy's carpenters repair the tower door and nail a Guild protection notice over the wreckers' sign.+30 silver
- Sign up with the Guild to clean and maintain the beacon line for the season.The Guild pays a bounty for every restored light. You scrape the pitch off two more towers along your route through the region, collecting forty silver and earning the gratitude of every harbormaster on the coast.+40 silver+1 The Guild standing
Wet Coin
Right away6The wrecker captain introduces himself as Hask, a man who appreciates a crew that keeps its mouth shut. He pours you a cup of brandy in his cabin, surrounded by salvaged furniture from a dozen dead ships. "There's a sealed vault beneath the seventh beacon at the end of the line. The rock stair is crumbling, and my lads aren't keen on dark holes. Break it open for us, and half of whatever you haul up is yours."
- Take his bearing to the seventh beacon and keep whatever you find for yourself.He sketches the compass bearing on the back of a wrecked freighter's manifest, never once suspecting you have no intention of sharing the vault with him.
- Take your share of last night's wreck and part ways with Hask.You depart with your sixty silver and a salvaged cask from the wrecked freighter's hold, which proves to be packed with five measures of charged crystal. No wrecker on this coast will ever report your name to a harbormaster—and no honest sailor will speak it kindly.+5 crystalThe questline ends here.
- Pocket the wreckers' silver, then sell Hask's name and anchorage to the Guild.The nearest Guild harbormaster listens to your report with her lips pressed into a thin line. Within a week, two heavily armed Guild escorts are stationed permanently off Beacon Four. You collect a forty-silver informant's fee, and the black mark against your ship's name is wiped clean.+40 silver+2 The Guild standing−1 heatThe questline ends here.
The Keepers' Store
Right away7The ancient keepers left their depot in immaculate order. Stacked on the stone shelves sit spare fog lenses packed in straw, a long brass Starglass telescope, and a heavy copper kettle fitted with a horn-shaped spout. According to the keepers' logbook, the kettle was used whenever raiders approached: fed with charged crystal, it boiled up a dense bank of artificial fog to hide the harbor while the self-lighting beacons guided home ships safely through the mist.
- Claim the Starglass telescope and the fog-making kettle for your ship.You mount the brass Starglass on your Lookout rail to extend your sight range, and stow the ancient fog kettle on deck—where a pinch of crystal still boils up enough mist to cloak a hull.Relic: Star GlassDevice: Fog KettleThe questline ends here.
- [Lookout] Claim the telescope and fog kettle, and mount a spare fog lens in your own masthead lamp.Room: LookoutYour lookout fits one of the ancient fog lenses directly into your masthead lantern. Paired with the brass Starglass on the rail and the fog kettle below, your Lookout station is better equipped than a royal survey ship's.The questline ends here.
- Haul up all the spare fog lenses and sell them to the Guild to relight the entire beacon chain.Every harbormaster along the sky-lane pays handsomely for a replacement lens, and the Guild adds a rich bonus once its merchant convoys stop piling onto the rocks.+110 silver+2 The Guild standingThe questline ends here.
The Keeper's Keys
Right away8Beneath the third tower on your maintenance round, you find no tar pots and no wreckers—only their hidden storehouse. A dry rock cavern is stacked high with plundered cargo crates, sorted and labeled as neatly as a supply merchant's shelves. Several crates still bear the shipping stamps of captains you know. The Guild pays a flat finder's fee for reporting a wrecker cache—and their agents don't count the crates before you report it.
- Report the wreckers' cave to the Guild with every crate untouched.A Guild factor arrives in person to inventory the cavern. Dozens of salvaged crates are returned to captains who had written them off as lost, and every last one of them hears which ship recovered their goods.+60 silver+2 The Guild standingThe questline ends here.
- Fill your hold with the richest contraband crates before reporting the cave to the Guild.Your crew haul two crates of prime contraband aboard and soak off the shipping labels. The Guild pays you a forty-silver finder's fee for the remainder without noticing the gaps, though your deckhands eat their supper in uneasy silence.Cargo: 2 × contraband+40 silver+1 heatThe questline ends here.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord