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Factions ◇ Salvager's Guild Lore ◇ Stockyards

Factions · Holdings

Guild Stockyards

Fortified storehouses, registries, markets, and strongholds at the heart of salvage commerce.

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A wreck is found in the wild waters; its fortune is made—or lost—at the Stockyard.

The Guild's Commercial Heart

Throughout Léoneth, the Salvager's Guild maintains fortified Stockyards where recovered cargo is received, logged, assessed, guarded, and cleared for lawful sale. A Stockyard is not simply a warehouse: it is a market, administrative headquarters, repository, and seat of Guild enforcement. The Guild's Crown charter requires recovered goods to be entered into the Stockyard Ledger before they may legally be sold.

Facilities differ according to the importance of the settlement. A smaller yard might have a guarded entrance, an enclosed sorting court, simple stores, and a Factor's office; the largest Stockyards form extensive mercantile compounds. Their many chambers and workshops are parts of one holding, not independent holdings.

Within the Walls

Receiving Docks & Sorting Courts

Secure berths, unloading platforms, hoists, and work yards for receiving, classifying, and inventorying recovered cargo.

Warehouses & Strongrooms

Ordered stores for bulk salvage, valuable artifacts, disputed property, and goods awaiting settlement of duties.

Ledger House

Factors record discoveries, manage Warrants of Reclamation, certify claims, and assess Guild levies and Crown tax.

Assay Chambers

Specialists inspect, weigh, authenticate, and value recovered objects before they enter commerce.

Auction Courts & Trading Galleries

Markets where merchants, captains, brokers, and collectors buy or negotiate for cleared salvage.

Breaking Yards & Workshops

Craft workers dismantle wreckage, clean materials, repair tools, and restore salvage for transport or resale.

Provision Stores & Chart Rooms

Equipment and stores for expeditions, alongside records of wreck sites, routes, recovery reports, and claims.

Counting Rooms & Hearing Chambers

Offices where Guild business, contracts, disputes, payments, and arbitration are administered.

Ironclad Guardhouse & Barracks

Guarded quarters for the Ironclads who protect Guild property, patrol the region, and enforce lawful warrants.

The Course of Salvage

  1. Declare a discovery. A Factor records the wreck and issues a Warrant of Reclamation before recovery begins.
  2. Bring in the goods. Recovered property enters Guild custody and is received for inspection.
  3. Enter the Ledger. The cargo is inventoried, assessed, and checked against competing claims.
  4. Settle claims and levies. Dues to the Guild and Crown are assessed; exceptional royal or divine objects are referred for review.
  5. Release to trade. Cleared goods can pass to merchants, auction, or onward transport.

Officers of the Yard

A major city's Yardmaster commands its principal Stockyard and regional operations, answering to the Guildmaster. Factors administer ledgers, valuations, warrants, and commerce. The Marshal of the Yard commands the local Ironclads. Smaller Stockyards may fall under another city's Yardmaster rather than having one of their own.

Architecture and Reputation

Salvaged hull timbers, coral buttresses, leviathan bone, and reinforced shell plating lend many Stockyards a rough and improvised appearance. Inside, their storage courts and guarded passages are meticulously ordered. To merchants they represent security and trustworthy records; to independent salvagers they can also symbolize the Guild's formidable power to delay a warrant, impound goods, or determine when a fortune may be sold.

Network of Stockyards

The following settlements have been nominated for Guild Stockyards. Their inclusion and individual yard details are subject to confirmation; Wrecktown already has an established, prominent Guild presence.

Corawehn

  • Avalaine
  • Carduen
  • Penloren
  • Lorceth
  • Driftmere

Aquedore

  • Beredain
  • Everduen
  • Arden
  • Brannoc
  • Loervale
  • Cadreth

Blackwake

  • Elswain
  • Thalewehn
  • Morwyn

Tydewallow

  • Valcairn
  • Brinelor
  • Bleakwater
  • Lethmere
  • Murkfen

Eastern Verge

  • Aldermere
  • Kelweth
  • Sunmere

Northern Marches

  • Summereef
  • Farwater
  • New Kelweth
  • Wrecktown

Beyond the Stockyard

Salvage Stations sustain expeditions near hazardous wreck grounds. Waystations provide shelter, provisions, and assistance along routes. The Grand Guildhall houses the Guild's central administration. These are separate holdings; workshops, chart rooms, trading courts, and barracks remain facilities within the Stockyard.

Wrecktown, on the Sunderhull Reach, is presently the Guild's most influential seat of power. Its Yardmaster, Jhetta Krakengaurd, has earned a reputation for remarkable performance and efforts to reform the Ironclads.

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