Keel’s Landing

Town Motto

“Built to weather any sea.”

Population: ~18,000

The Reach’s premier shipyard town, where the Tidefleet’s warships are built, repaired, and fitted. Keel’s Landing occupies a sheltered inner island with deep natural harbors perfect for launching large vessels, and the ring of surrounding islets breaks the worst of the ocean swells before they reach the docks.

The town is dominated by three shipwright dynasties, the Dallows, the Tyrens, and the Kaels, who have competed for Reach Concord contracts for generations. Their rivalry defines the town’s culture, economy, and politics. Everyone in Keel’s Landing works for one of the three families, or works to stay out of their way.


Notable Locations

The Great Yard

The largest shipyard on the continent. Six dry docks, timber cranes, rope walks, pitch kilns, and warehouses stretching along the southern harbor. Currently building two new warships for the Tidefleet, one in the Dallow yard and one in the Tyren yard. The sound of hammers, saws, and shouted orders fills the air from dawn to dusk, and sometimes through the night when deadlines press.

The Shipwright’s Hall

Where the three families meet to negotiate contracts, resolve disputes, and, more often, argue. A beautiful building of aged timber and coral-stone with a vaulted ceiling and a long table scarred by generations of fists and thrown cups. Officially neutral ground. In practice, whoever sits at the head of the table controls the meeting, and the head seat is claimed by arriving first.

The Timber Quarter

A district of warehouses storing lumber imported from The Verdant Marches, the lifeblood of the town’s industry. Oak, ironwood, and treated pine arrive on merchant ships and are stored, seasoned, and distributed to the yards. Without Marches timber, Keel’s Landing stops.


Life in Keel’s Landing

The town runs on the rhythm of the yards. Dawn shifts begin with a bell, and the streets fill with workers heading to the docks, carrying tools and lunch pails. The taverns cater to dockworkers, the shops sell canvas and nails, and the conversations are about hull stress, timber grain, and which family underbid the latest contract. Children play at shipbuilding on the beach, whittling toy boats and racing them in tidal pools.

The rivalry between the three families is Keel’s Landing’s defining feature. Marriages across family lines are rare and scandalous. Workers rarely switch employers. Even the taverns are unofficially affiliated, and drinking at the wrong one can cost a laborer their next contract. Beneath the competition, though, there is a shared pride. Every ship that leaves these harbors carries the town’s reputation, and nobody in Keel’s Landing builds a bad ship on purpose.


The Three Families

The Dallows

The oldest shipwright family, tracing their lineage back to the founding of Keel’s Landing. They build ships the traditional way: hand-selected timber, time-tested designs, meticulous craftsmanship. Their ships are reliable, sturdy, and expensive. Led by Orna Dallow, the master shipwright, a woman in her sixties who learned the trade from her mother and her mother before her. Conservative, proud, and uncompromising on quality.

The Tyrens

Innovators and risk-takers. The Tyrens experiment with Ashite-reinforced hulls, unconventional keel designs, and hybrid construction techniques. Their ships are impressive when they work and embarrassing when they don’t. Led by Corvin Tyren, young, arrogant, and genuinely talented. He is currently pushing for a Concord contract to build “Trench-rated” ships, vessels reinforced to withstand the crushing pressures of the Abyssal Trench. The Concord has not approved the project. Corvin doesn’t care.

The Kaels

Speed specialists. The Kaels build the fastest ships in the Reach, light-hulled, sharp-keeled, and designed to outrun anything on the water. Led by old Marra Kael, patient, quiet, and content to watch the Dallows and Tyrens fight over prestige contracts while she picks up the work they drop. Her family builds more ships per year than either competitor, and she never raises her voice about it.


Key People

  • Orna Dallow: Master shipwright of the Dallow family. See her NPC file.
  • Corvin Tyren: Described above. Ambitious, brilliant, reckless.
  • Marra Kael: Described above. Patient, shrewd, underestimated.
  • Edric Tyne: Dockworker foreman, late thirties. Represents the laborers who actually build the ships. Growing frustrated that the families’ competition drives dangerous work schedules, sixteen-hour shifts, cut corners on safety, injuries swept under reports. He is a potential ally for anyone who treats the workers as people, or a potential agitator if pushed too far.

Hooks

The Wrong Timber

Lumber arriving from The Verdant Marches is wrong. The grain patterns spiral instead of running straight, the wood warps in ways that seasoned timber shouldn’t, and pieces sometimes crack along curves that look almost deliberate. Orna Dallow suspects supplier fraud and has filed complaints with the Concord. The truth is worse: Serith’s corruption is spreading through Thyrea’s forests at the source. Ships built from this timber may behave unpredictably at sea, responding to currents and pressures that don’t exist.

The Trench Ship

Corvin Tyren’s prototype Trench-rated vessel, the Descent, is nearly complete. Reinforced with Ashite plating and designed to withstand pressures that would crush a normal hull. The Concord hasn’t approved it. Corvin wants to test it anyway and is looking for a crew brave or desperate enough to sail it into the deep waters near the Abyssal Trench. He’s offering a fortune. The Dallows think he’s insane. Marra Kael quietly supplied him with her fastest rigging.

The Saboteur

Edric Tyne found something during a night shift: a Veil Unbound symbol carved into the inner keel of a warship under construction in the Dallow yard. The carving is hidden, placed where it would only be seen before the hull is sealed. Someone in the yards is sabotaging the Tidefleet’s ships, and they have access to the most secure parts of the construction process. Edric brought this to Orna Dallow, who is quietly furious and wants answers before she involves the Concord.