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Viratia Shipping, Rail, and the River Network

Title: Viratia Shipping and the River Network
Identity: The true bloodstream of the continent. Whoever controls ports controls war, food, and rumor.

How It Works

  • major cities rely on river and coastal shipping as much as rail

  • legal goods move by day, illegal goods move inside legal shipments

  • ports become neutral zones where enemies tolerate each other for profit

Key Nodes

  • Blackreach Riverfront: Syndicate influence, smuggling, donor trade, relic movement

  • Tradebelt Owned Docks: Guild contract control, customs corruption, insurance fraud

  • Prairé Junction: cattle export, black powder inflow, gang taxation

  • Ironhold Barge Lane: coal and ore, sabotage hotspot

  • Coastal Relay Ports: pirate interference, navy patrols, storm risks

Legal Flows

  • grain, cattle, timber, coal, iron, medical supplies

Illegal Flows

  • silver munitions, relics, blood, captured monsters, forged papers

Player Hooks

  • escort a shipment that is secretly carrying a dangerous relic

  • expose a customs officer who is a vampire sleeper agent

  • negotiate pirate safe passage for a time sensitive cargo

  • raid a warehouse to steal contract ledgers that could collapse a faction