Trade, jobs & bounties
How contracts pay, how bounties work and where questlines start.
Jobs and pay#
Every job is paid by the same sum: the passages to fly and the weight to carry, times its category (Common, Uncommon ×1.5, Rare ×2), half again if it is illegal, and half again if it goes to the next region. Both can apply. The price on each job says what it is made of.
Bonuses stack on top of base contract pay (up to +75% maximum). Ship type: freighters earn more for standard goods, smugglers for contraband, and yachts for passengers (warships earn no trade bonus). Faction standing: each point of Guild standing adds +5% to legal contracts, while Free Captains or Undertow standing adds +5% to illegal contracts. Guild deposit: paid at a Guild office, adding +15% to legal contracts until the end of the region. Early delivery: +10% for delivering with 3 or more passages to spare. Fittings: the Guild Auditor's Seal, Padded Crates, and the Ice Locker. Check Ship › Cargo to see active bonuses.
Buy crystal (fuel) and provisions before you leave. Contracts pay well, but crates add weight — watch your weight band. The debt must be paid before the end of the Low Lanes, or the Collector will come for the ship.
Bounties#
Every port has a Bounties tab: a board of posters. A bounty names a target, a place and a sum of silver. Skulls show its rank: one is an easy fight, two an ordinary one, three an elite, four a running fight or a named terror. The pay rises with the rank and with the region, and it is paid on top of the fight's own spoils. A target's strength never depends on your ship.
Accept a bounty and its target appears on your map marked with a skull icon (and moves between waypoints as you sail). When you arrive there is a short scene: fight, use your crew, or take the target's silver and let them go, which costs standing with whoever posted the bounty. A bounty is paid on the spot. Some want the captain alive (board the ship or accept her surrender; dead pays half), some have a time limit in passages, and some pay more for quick work.
You can hold three bounties at once, and they must be done in the region where you took them. Abandoning one costs standing. Common bounties are a single target. Uncommon and Rare posters are longer hunts: questlines with several fights and more than one way to end. The Free Captains post bounties on Crown and Guild ships: that is illegal work, and it brings heat.
Every port posts bounties: a named target, a place, and silver for dealing with it. Skulls show the rank, from one (an easy fight) to four (a running fight or a named terror), and the pay rises with them. Accept one and the target appears on your map marked with a skull icon and moves around the chart. When you arrive you choose how to deal with the target, and the bounty is paid on the spot. You can hold three at once, and they must be done in this region. Posters marked Uncommon or Rare are longer hunts: questlines with several fights.
Questlines and relics#
A questline is a story in several steps, with choices that send it one way or another. It can start from an uncommon or rare job (the card says there is more to it), a tip bought in a tavern, a chance meeting, or something found after a fight.
Its next place is marked on the chart with a gold star, and the chart lists the questlines under way. Some trails lead on into the next region. At the end there is usually something that makes the ship stronger: a weapon no yard sells, an upgrade, or a relic.
Relics are built into the ship for the whole voyage. They take no fitting slot and there is no limit to them. The Ship screen lists them under Fittings.
- Job
- Delivery contracts taken at ports. Cargo takes hold space and adds weight; delivering on time pays full silver (plus bonuses), while late delivery pays half.
- Contraband
- Illegal cargo that pays +50% more silver, but increases your Heat and risks fines/confiscation if found during port inspections.
- Port
- A town where you can repair your hull, buy supplies, take cargo contracts and bounties, hire crew, and upgrade your ship.
- Bounty
- Contracts posted at ports, ranked by 1 to 4 skulls. A red skull seal marks the target on your chart: defeat or capture them to claim the reward. A teal hand-over seal marks a bounty that ends at a port instead: a witness to deliver, a smuggler to catch there, or recovered cargo to hand in.
- Questline
- A multi-step quest chain started via cargo jobs, tavern tips, wrecks, or encounters. Quest destinations are marked on the map with a gold star and award relics, weapons, or upgrades.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord