The Magical Shipwrights' Guild operates from a cluster of drydock halls and forge towers overlooking an eastern harbor deep inside Corsair’s Landing. Founded to merge traditional naval craftsmanship with arcane innovation, it has become essential to the construction and maintenance of enchanted vessels across the Corsair Seas. Work is generally restricted to members of the Chartist Captains unless you received special permission from the Coin Lords as an individual or organization (as is the case with some Merchant Guilds).
Its services are employed by pirate captains, private navies, merchant guilds, and occasionally, more secretive clients from across the Freelands and the Corsair Seas coast.
| Service | Description |
|---|---|
| Arcane Hull Threading | Reinforces ship hulls against magical storms and siege spells. |
| Binding & Sigil Engraving | Adds propulsion, self-repair, or anti-scrying enchantments. |
| Silent Keelwork | Used by smugglers and saboteurs; reduces ship noise across all conditions. |
| Salvage Integration | Incorporates recovered magical wreckage or exotic material into new builds. |
| Contractual Warding | Installs pre-paid wards keyed to specific crews or emblems. |
| Name | Role | Notes |
|---|---|---|
| Kamal | Arcane Engineer | Deep gnome exile from Caeruleum; specializes in magical hullwork. |
| Guildmaster Thorne Erhull | Guildmaster | Aging but shrewd former pirate who legitimized the Guild’s reputation. |
| Solessa Vineglass | Apprentice Archivist | Secretly documenting Triad-tinged magic in salvaged wrecks. |
| Vodd Greasehands | Dock Foreman | Gruff tortle artificer; insists on personal inspections of every ship. |