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#### **Basic Information**
- **Name:** The Smuggler's Circuit (also known as The Circuit, The Shadow Route, or The Tech Trail)
- **Type:** Clandestine Trade Network/Smuggling Route
- **Region:** Spans from Numeria through the River Kingdoms to Brevoy and Ustalav, with branches extending to Mendev and the Hold of Belkzen
- **Scale & Population:** Hundreds of smugglers, traders, and support personnel operating across thousands of miles of secret routes
- **Primary Inhabitants:** Independent smugglers, black market merchants, corrupt officials, technological specialists, and various criminal elements
- **Climate & Terrain:** Varied across different regions, utilizing remote mountain passes, hidden river crossings, abandoned mines, and urban underground networks
#### **Geography & Layout**
- **Key Features & Landmarks:**
- **The Nine Crossings**: Major river transit points across the Sellen River system
- **The Iron Road**: A hidden overland route from [[Starfall]] to the River Kingdoms
- **The Empty Market**: A mobile bazaar that changes location monthly
- **The Gear Caves**: A series of caverns used for storage and exchange of technological goods
- **The Blind Spots**: Areas where [[The Technic League|Technic League]] surveillance is known to be weakest
- **Notable Districts/Areas:**
- **Northern Circuit**: Routes running through Numeria and into Brevoy
- **River Circuit**: Water-based smuggling routes along the Sellen River and its tributaries
- **Eastern Circuit**: Paths into Ustalav for clients interested in necromancy-technology fusion
- **Western Circuit**: Dangerous routes to the Hold of Belkzen where orc tribes pay premium prices
- **Urban Nodes**: Secret locations in major cities where goods can be transferred or sold
- **Connections & Accessibility:**
- Network of safe houses identified by subtle, easily changed markings
- Hidden caches and supply depots along remote routes
- Bribed officials and border guards at key crossing points
- Secret passages in urban areas, often through sewers or abandoned buildings
- Specialized guides who know how to avoid official patrols and natural hazards
#### **Culture & Society**
- **Local Governance:**
- No central authority; operates on a loose understanding between independent operators
- Regional "route masters" who claim authority over specific sections of the Circuit
- Unwritten rules enforced through reputation, mutual benefit, and occasional violence
- Dispute resolution through neutral third-party arbiters known as "Scales"
- **Economy & Trade:**
- Primary focus on Numerian technological artifacts smuggled out of the country
- Secondary trades in conventional contraband: weapons, drugs, restricted magical items
- Information brokerage as an important supplementary service
- Complex pricing structure based on risk, rarity, and demand
- Token system for secure transactions between parties who don't trust each other
- **Religion & Beliefs:**
- No unified religious structure, though many smugglers pay respects to Desna (for safe travels) or Norgorber (for secrecy and profit)
- Superstitions specific to the Circuit, such as never dealing on a new moon or wearing silver when handling technological goods
- Some technological smugglers follow a quasi-religious reverence for the "Metal Gods" of Numeria
- Many believe in the "Smuggler's Code" - a loose set of principles about fair dealing and not betraying fellow smugglers
- **Laws & Customs:**
- "The goods flow, or blood flows" - interfering with another's shipment is the gravest offense
- Information about the Circuit is never shared with outsiders
- Debts must be paid; credit is based entirely on reputation
- "Three strikes" custom - minor betrayals may be forgiven twice, but never a third time
- New smugglers must be vouched for by established members
- **Languages Spoken:**
- Common is the standard trade language
- Thieves' Cant used for coded messages among smugglers
- Various regional languages depending on the section of the Circuit
- A specialized jargon for describing technological goods without revealing their true nature
#### **History & Lore**
- **Origins & Founding:**
- Began approximately 80 years ago when the [[The Technic League|Technic League]] first established strict control over Numerian technology
- Initially a loose collection of individual smugglers that gradually grew more organized
- Formalized about 40 years ago when several major smuggling groups united after a bloody territorial conflict
- Expanded significantly following increased demand for technological artifacts across the Inner Sea region
- **Major Historical Events:**
- The Red Night Massacre, when the [[The Technic League|Technic League]] ambushed and slaughtered a major smuggling caravan
- The Great Confluence, where the major route masters established the modern Circuit's organization
- The "Rain of Gears" incident, when a shipment of unstable technology exploded in a River Kingdoms trading post
- The Infiltration Purge, a bloody internal conflict triggered by the discovery of [[The Technic League|Technic League]] spies
- **Current Conflicts or Issues:**
- Increasingly aggressive [[The Technic League|Technic League]] efforts to shut down the Circuit
- Competition from [[Organizations/Economic & Trade Organizations/The Steel Hunters]] and other independent technology scavengers
- Internal power struggles between established route masters and ambitious newcomers
- Rising dangers from malfunctioning or unstable technological goods
- Tensions with legitimate traders and local authorities in border regions
- **Rumors & Mysteries:**
- Whispers of a "Ghost Route" that bypasses all known Technic League checkpoints
- Legends of smugglers who've found ways to use technological artifacts to teleport goods
- Stories about a legendary smuggler known only as "The Gear" who supposedly founded the Circuit
- Rumors of a secret vault containing the Circuit's most valuable technological finds
- Tales of smugglers who disappeared after transporting particularly advanced artifacts
#### **Notable NPCs & Factions**
- **Key Figures:**
- **Karven "Three-Fingers" Losz**: Northern Circuit route master, known for ruthless efficiency
- **Melina Vask**: Information broker who specializes in Technic League patrol schedules
- **Torvald Grimeye**: Technological specialist who assesses and disarms dangerous artifacts
- **The Whisper**: Anonymous figure who controls much of the River Circuit
- **Magistrate Helvian**: Corrupt Brevoy official who facilitates cross-border movement
- **Factions or Power Groups:**
- **The Gear Guild**: Alliance of technological specialists who assist with assessment and transport
- **The Shadow Runners**: Elite smugglers who handle the most dangerous or valuable shipments
- **The Red Hand**: Enforcers who maintain the Circuit's rules and punish violators
- **The Blind Eyes**: Network of paid informants and corrupted officials
- **The Coin Counters**: Financial specialists who handle the complex economics of illegal trade
- **Major Monsters or Threats:**
- [[Organizations/Economic & Trade Organizations/The Technic League]] hunting parties specifically targeting smugglers
- Unstable technological artifacts that can malfunction with catastrophic results
- Rival smuggling operations seeking to take over profitable routes
- Legitimate law enforcement in various jurisdictions
- Bandits and pirates who target smugglers for their valuable cargo
#### **Additional Notes**
- **Vibe & Inspirations:**
- Underground railroad meets silk road with sci-fi elements
- Blend of frontier smuggling operations and organized crime networks
- The dangerous allure of forbidden technology and knowledge
- A necessary evil that both undermines and exploits authoritarian control
- **Adventure Hooks:**
- Transport a valuable technological artifact along a dangerous section of the Circuit
- Investigate the disappearance of a smuggler carrying sensitive information
- Infiltrate a Circuit meeting to identify a Technic League spy
- Navigate complex smuggler politics when a valuable shipment goes missing
- Protect a technological specialist who has information vital to Circuit operations