Airships
11 airships, each with up to five layouts.
You start with the Tallow Hen, a patched freighter that still owes the Carriers' Guild. Feats in the Ledger unlock the other ten airships and their alternative layouts. Each ship has its own trait, trade bonus and starting crew.

Tallow Hen
The run-down freighter. Balanced and poor: cargo against armor.

Revenue Cutter Nine
A decommissioned Excise cutter. Kinetic weapons, armor and a lock-up; low heat.

Deep Seam
A crystal hauler. Rich in fuel, heavy and slow; mining.

Lamplighter
A gnome tinker barge. Constructs and devices; no Casting Room.

Talonreach
A Highwilds clan warbird. Boarding by flight and by harpoon, behind locked doors.

Second Row
A noble mage yacht. Spell-heavy and fragile.

Night Runner
A smuggler. Contraband and running dark.

Candlewick
A refugee ark. Wild magic and healing; hunted.

Kiln
A fire-forge ship. Setting your own ship on fire on purpose.

Gray Heron
A storm-chaser. Speed and fuel thrift; fragile.

Stillwater
A ship built to fly into the Hush. Anti-void. (Secret)
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord