Spindrift

Salvager's Guild
“Find value. Recover it. Make it useful. Get paid.”

Salvager's Guild

Faction

Chartered Salvage & Trade Authority

Faction of Léoneth

StatusDetails forthcoming
The Guild exercises Crown-chartered authority over salvage and associated commerce through its Stockyards. The Vicariate preserves its foundational charter, while the Crown remains the source of its privileges. Its Court of Proprietors governs by one vote per freely traded share, appointing a professional Guildmaster who directs the Yardmasters of major cities and occupies the Guild seat on the High Curia.
TraditionalYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
515
ReformistYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
HierarchicalYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
911
CollegialYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
OpenYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
1010
SecretiveYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
IdealisticYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
317
PragmaticYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
InsularYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.
317
CosmopolitanYearly Trait development: mark at most once per pair per Spindrift season. Opposing marks cancel. After four seasons, roll 1d20 +1 for each additional same-side mark (maximum +3). Exceed the marked Trait to shift the pair by 1, at most once per Spindrift year. Clear marks after resolution.

Mark once per pair per Spindrift season. Opposing marks cancel. Resolve at year’s end.

Qualities

Salvage
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
18
Commerce
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
17
Logistics
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
16
Administration
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
15
Law
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
15
Navigation
Quality development: four recording spaces. The published rules do not yet define an advancement procedure.
14

No Bonds have been recorded yet.

Development: ✓ success · × failure · add spaces as needed. Resolve at season's end.

—

Not yet rated

No Prestige Sources have been recorded.

No institutional Authority summary has been recorded. Officeholders record their own powers on their Character sheets.

History

History has not yet been added.

Assets

Holdings · Personnel · Possessions

Authority determines who may direct these assets →

Holdings35
Personnel0
Possessions0

Holdings

Waystations · Provisional

Guild Waystation

Sunstream Waystation

Location: Not yet recorded

A provisioned transit station serving the warm, generally southbound Sunstream along the Eastern Verge. Supports merchant traffic, cargo relay, and navigation. Exact location pending cartography.

Guild Waystation

Undertow Deepwater Waystation

Location: Not yet recorded

A pressure-sheltered refuge for traffic using the cooler, northbound offshore Undertow. Maintains deepwater navigation markers, emergency supplies, and repairs. Exact location pending cartography.

Guild Waystation

Blackrun Watchstation

Location: Not yet recorded

A guarded station for travelers along the cold northbound Blackwake shelf-edge current, combining resupply, warning beacons, and Ironclad protection. Exact location pending cartography.

Guild Waystation

Gyre Waystation

Location: Not yet recorded

A sheltered station positioned at a relatively dependable approach to the seasonally shifting Aquedorean Gyre, with charts, provisions, and current observations. Exact location pending cartography.

Guild Waystation

Driftway Station

Location: Not yet recorded

A cargo-relay and provisioning post serving the gentle eastbound Drift from Aquedore toward the Eastern Verge. Exact location pending cartography.

Guild Waystation

Tydefall Seasonal Refuge

Location: Not yet recorded

An emergency refuge overlooking safer approaches to Tydewallow's seasonal dense-water downslope cascade. Its role is shelter and warnings, not routine travel through the descending flow. Exact location pending cartography.

Guild Waystation

Dropward Bastion

Location: Not yet recorded

A fortified station at a navigable approach to the Corawehn shelf-collapse corridor, where variable descending flows offer strategic access toward Blackwake. Exact location pending cartography.

Guild Waystation

Cuts Passage Station

Location: Not yet recorded

A hardened shelter, pilot station, and warning post near a safer approach to the fast, turbulent passages of the Razor Shoals. Exact location pending cartography.

Guild Waystation

Plume Beacon Station

Location: Not yet recorded

A navigational station at a reliable approach through the shifting fresh and brackish waters of the eastern Great Plume, monitoring turbidity and changing passage conditions. Exact location pending cartography.

Guild Stockyards · Corawehn

Guild Stockyard

Avalaine Stockyard

Location: Avalaine

A fortified Salvager's Guild compound in Corawehn, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Carduen Stockyard

Location: Carduen

A fortified Salvager's Guild compound in Corawehn, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Penloren Stockyard

Location: Penloren

A fortified Salvager's Guild compound in Corawehn, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Lorceth Stockyard

Location: Lorceth

A fortified Salvager's Guild compound in Corawehn, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Driftmere Stockyard

Location: Driftmere

A fortified Salvager's Guild compound in Corawehn, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyards · Aquedore

Guild Stockyard

Beredain Stockyard

Location: Beredain

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Everduen Stockyard

Location: Everduen

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Arden Stockyard

Location: Arden

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Brannoc Stockyard

Location: Brannoc

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Loervale Stockyard

Location: Loervale

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Cadreth Stockyard

Location: Cadreth

A fortified Salvager's Guild compound in Aquedore, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyards · Blackwake

Guild Stockyard

Elswain Stockyard

Location: Elswain

A fortified Salvager's Guild compound in Blackwake, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Thalewehn Stockyard

Location: Thalewehn

A fortified Salvager's Guild compound in Blackwake, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Morwyn Stockyard

Location: Morwyn

A fortified Salvager's Guild compound in Blackwake, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyards · Tydewallow

Guild Stockyard

Valcairn Stockyard

Location: Valcairn

A fortified Salvager's Guild compound in Tydewallow, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Brinelor Stockyard

Location: Brinelor

A fortified Salvager's Guild compound in Tydewallow, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Bleakwater Stockyard

Location: Bleakwater

A fortified Salvager's Guild compound in Tydewallow, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Lethmere Stockyard

Location: Lethmere

A fortified Salvager's Guild compound in Tydewallow, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Murkfen Stockyard

Location: Murkfen

A fortified Salvager's Guild compound in Tydewallow, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyards · Eastern Verge

Guild Stockyard

Aldermere Stockyard

Location: Aldermere

A fortified Salvager's Guild compound in Eastern Verge, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Kelweth Stockyard

Location: Kelweth

A fortified Salvager's Guild compound in Eastern Verge, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Sunmere Stockyard

Location: Sunmere

A fortified Salvager's Guild compound in Eastern Verge, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyards · Northern Marches

Guild Stockyard

Summereef Stockyard

Location: Summereef

A fortified Salvager's Guild compound in Northern Marches, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

Farwater Stockyard

Location: Farwater

A fortified Salvager's Guild compound in Northern Marches, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Guild Stockyard

New Kelweth Stockyard

Location: New Kelweth

A fortified Salvager's Guild compound in Northern Marches, housing receiving and storage yards, ledgers, appraisal rooms, trade facilities, and Ironclad guards.

Personnel

No Personnel have been recorded yet.

Possessions

No Possessions have been recorded yet.

Faction Chronicle

Lore & History

Waverly's chartered salvage and trade authority, governing wreck claims, trade ledgers, taxation, and the fortified Stockyards.

Overview

The Salvager’s Guild is Waverly’s chartered salvage and trade authority: a merchant consortium with teeth. It regulates who may legally claim wrecks, oversees and protects the movement of goods and the lawful salvage of wrecks, arbitrates trade disputes, and collects Guild levies and Crown tax.

Every major city or town hosts a fortified Guild Stockyard, where recovered goods must be logged, assessed, and cleared before they can be sold. Part marketplace, part vault, and part courthouse, the Stockyards are the administrative heart of the Guild’s power.

Through warrants, ledgers, arbitration, and taxation, the Guild’s influence extends far beyond wrecks. Merchants, captains, and salvage crews often find that it does not merely regulate trade: it shapes who prospers.

Its frontier bastion, Wrecktown, lies along the dangerous Sunderhull Reach, where storms, reefs, and shifting currents have claimed countless vessels.

The Guild Charter

The Guild operates under a Crown charter authorizing it to:

  • Issue Warrants of Reclamation for registered wreck sites.
  • Maintain legal custody of salvage until it is recorded in a Guild ledger.
  • Enforce salvage law within designated waters.
  • Tax registered salvage and trade.
  • Arbitrate trade disputes related to wreck recovery and salvage commerce.

In exchange, the Guild pays a substantial levy to the Crown and recognizes royal sovereignty over Waverly’s seas.

The Queen’s founding charter established 1,000 original Guild shares, each carrying one vote in the Court of Proprietors. Whether—and by what authority—the number of shares may be increased remains unsettled.

Custody of the Charter

The Vicariate of the Wounded King preserves and authenticates the Guild’s foundational royal charter, its amendments, exemptions, and the judgments that define its privileges. The Guild keeps its own working ledgers, warrants, and commercial records; Vicariate custody does not place its Stockyards or officers under monastic command. The Crown remains the source of the Guild’s delegated authority.

Like the Circle of Tides, the Guild enjoys a legally protected sphere of exclusive operations in exchange for duties to the realm. These charters can overlap: a wreck on a cultivated reef may involve both the Guild’s salvage rights and the Circle’s ecological or professional rights. Such conflicts can require reference to old grants and royal adjudication. See the Vicariate and the Circle of Tides.

Corporate Government and Chartered Sovereignty

The Guild’s Crown charter grants it sovereignty of operation within its defined sphere: it administers salvage law, licensed wreck recovery, Guild Stockyards, and the related commercial and fiscal powers entrusted to it. These powers are exercised in the Crown’s name but through the Guild’s own officers and hierarchy. The Guild is not an independent kingdom; royal sovereignty remains the source of its charter.

Court of Proprietors

The Court of Proprietors is the Guild’s governing board. There is no separate Board of Directors above or below it.

Guild shares may be freely bought and sold. Each share carries one vote in the Court, so voting power is proportional to ownership rather than distributed equally among individuals. Proprietors determine the Guild’s corporate policy, oversee finances and major expenditures, and appoint or dismiss the Guildmaster.

Owning shares confers voting power, not authority to issue warrants, command Ironclads, or give direct orders to a Stockyard.

Guildmaster

The Guildmaster is the Guild’s highest professional executive, appointed by the Court of Proprietors rather than chosen by the Crown. The office may be reached through a career in Guild service or filled by a qualified hire. The Guildmaster implements the Court’s policy, directs the institution’s chartered operations, and appoints and oversees its Yardmasters.

The Guildmaster also holds the Salvager’s Guild seat on the High Curia, representing a chartered corporation whose leadership answers to its proprietors rather than to a territorial lord.

Yardmasters

Each major city has a Yardmaster commanding its principal Guild Stockyard and regional operations. Yardmasters are professional appointees within a centralized hierarchy, answerable to the Guildmaster, not independent regional rulers or elected local directors.

They supervise commercial administration and local enforcement through the Factors and the Marshals of the Yard. Smaller towns may operate Guild Stockyards without possessing a separate seat in the Guild’s leadership.

Chain of Authority

Office Responsibility
Court of Proprietors Shareholder board; one vote per share; corporate oversight and appointment of the Guildmaster
Guildmaster Chief executive, appointments, operational command, and High Curia seat
Yardmasters Direct major-city Stockyards and regional Guild administration
Factors Ledgers, valuations, warrants, commercial disputes, and taxation
Marshals of the Yard Command local Ironclads and enforce Guild law
Wreck Captains Command major recovery operations and their assigned security crews

The Court governs through the Guildmaster; an individual proprietor cannot bypass the executive chain of command to direct Guild officers.

Figures of the Guild

Guildmaster Tharos Velcrum

An elderly Triton and veteran of the Ironclads, Tharos Velcrum rose from Keelguard service into the Factors’ ranks and, after decades of experience, to the Guildmaster’s office and the High Curia. He respects the Ironclads’ difficult duty, acknowledges misconduct, but resists their blanket condemnation.

Yardmaster Jhetta Krakengaurd

Heir to the Krakengaurd family, the Guild’s largest shareholder, Jhetta gained the Wrecktown post through her family’s influence but has more than justified it through the Stockyard’s exceptional performance. An ambitious reformer, she challenges the Ironclads’ notorious reputation and seeks rigorous, fair enforcement.

Tharos and Jhetta share mutual respect and admiration, even when their convictions about enforcement and the Guild’s future differ.

The Stockyards

For a detailed account of their buildings, operations, and regional network, see Guild Stockyards.

Guild Stockyards serve as administrative headquarters, salvage intake yards, auction houses, trade hubs, vaults, and barracks for the Ironclads.

Built from salvaged hull timbers, coral buttresses, leviathan bone, and reinforced shell plating, these yards look rough and improvised from a distance but are fortified and meticulously organized within.

All salvage must be entered into the Stockyard Ledger before it can be legally sold. Until then, recovered goods remain in Guild custody.

Wrecktown

Wrecktown is the Guild’s most notorious frontier outpost. Along the Sunderhull Reach, it serves as both salvage port and law-enforcement hub for the kingdom’s most dangerous wreck waters. It currently functions as the Guild’s most influential seat of power.

Fortunes are made and lost quickly here. Rival salvage crews, opportunistic merchants, and Guild officers compete in a tense balance between profit and order.

Salvage Law

Warrant of Reclamation

A wreck must be registered and a salvage warrant issued before salvage operations may begin.

Declaration of Discovery

A newly discovered wreck must be formally declared at the nearest Stockyard. The discoverer presents proof of its location and condition to a Factor, who records the wreck and issues the first Warrant of Reclamation.

The reporting party receives finder’s rights, giving priority claim to the salvage or a negotiated share of its value if another crew makes the recovery.

Doctrine of Custody

Recovered goods remain Guild property until recorded in the Stockyard Ledger, where taxes and levies are assessed before profits are distributed.

Crown and Order Claim

Artifacts of divine or royal significance must be surrendered for review by the Crown and the Holy Order of the Wounded King.

The Ironclads

The Ironclads are the Guild’s enforcement arm. They guard Stockyards, secure salvage sites, escort valuable cargo, and ensure Guild law is respected.

The most common posting is the Keelguard, named for their work guarding wreck sites where shattered keels lie across the seabed.

Ironclads take their name from salvaged iron coins recovered from surface-dweller wrecks. Stamped with the Guild crest, the coins serve as marks of service. Some are fixed to shellplate armor or stitched into uniform straps; officers may wear them as medallions.

Ironclad Armor

Heavy suits combine reinforced crustacean shell with salvaged metal fittings, coral plates, and bone. Curved shell segments deflect blows and distribute pressure underwater. Polearms and heavy pry bars serve both enforcement and wreck work.

Ironclad Ranks

Rank Duties
Keelguard Deputy Entry-level patrol, inspection, and enforcement
Warrant Officer Executes warrants and seizes illegal salvage
Watch Sergeant Leads patrol squads and incident response
Ledger Warden Directs Stockyard operations, records, deployments, and security
Wreck Captain Commands security and recovery at valuable wreck sites
Marshal of the Yard Highest Ironclad authority within a Stockyard and its region

A Wreck Captain is especially admired within the Guild for leading hazardous, high-value salvage operations that can bring immense wealth.

Ironclads distinguish between rank and detail; officers may rotate between assignments.

Ironclad Details

Detail Assignment
Yard Detail Protects Stockyards, Guild property, and ledgers
Escort Detail Guards valuable cargo, salvage, and personnel in transit
Warrant Detail Enforces warrants, seizures, and action against illegal crews
Wreck Detail Secures salvage sites and protects recovery crews

Factors

Factors are the Guild’s commercial officials. They register discoveries, issue warrants, value recovered goods, supervise auctions, arbitrate disputes, and collect Guild levies and Crown tax.

Where Ironclads enforce Guild law, Factors interpret it. A Factor’s seal can authorize Ironclads to seize goods, secure wreck sites, or enforce embargo decisions.

The Guild at the High Curia

The Guild holds a seat on Leoneth’s High Curia because its Crown charter places substantial economic and administrative power in Guild hands. Its records and officers are involved in salvage claims, cargo movement, trade disputes, and collection of money owed to the Crown. Decisions at court about trade and maritime enforcement directly affect the system it administers.

The specific title and method of appointment of the Guild’s Curia representative have not yet been established. The representative speaks for an institution whose interests can sometimes diverge from those of independent crews, merchants, and even the Crown.

Reputation and Controversies

The Guild’s usefulness does not make it universally admired. Ironclads are accused of intimidation and sanctioned thuggery: bullying independent crews, enforcing authority aggressively, and making harsh examples of poachers and smugglers.

Critics argue that the Guild’s monopoly on lawful salvage and its grip on trade arbitration let it determine who flourishes and who fails simply by delaying warrants, adjusting taxes or tariffs, imposing embargoes, or ruling against a merchant.

Ironclads are not an army, but their reputation for procedural brutality discourages challenges. Yet without the Guild, the wreck waters could more easily descend into piracy, and merchants and salvage crews would be left more exposed to brigands and thieves.