Port Tronovish

Demographics

Population: Approximately 45,000 residents
Diversity: Port Tronovish, known as Port Trouble, is a chaotic yet thriving pirate haven where survival depends on strength, cunning, and reputation. Its population is a mix of seafarers, criminals, merchants, and warriors from across the world, making it one of the most diverse and unpredictable settlements in existence. No single race dominates the city, as its very nature attracts the outcasts, the ambitious, and those who seek freedom from the rule of law.  

Demographic Breakdown

  28% Human: Humans make up the largest portion of the population, but unlike in most cities, they do not hold a majority. They are found in all aspects of Port Tronovish life, from the lowest dockworker to the wealthiest crime lord. Many humans come to the port seeking opportunity, freedom, or a second chance away from their past lives.   15% Half-Orc: Half-Orcs thrive in Port Tronovish’s brutal, survivalist culture. Many serve as mercenaries, enforcers, or pit fighters in The Courthouse. Their natural resilience and combat prowess make them respected, feared, or both, depending on their allegiances.   12% Tiefling: Tieflings are drawn to the lawlessness of Port Tronovish, where prejudice is less pronounced than in more structured societies. They often become spellcasters, tricksters, and influential figures in the underworld, with many using their infernal heritage to their advantage in business and combat.   10% Elf: Elves, particularly exiles and wanderers, have found a home in Port Tronovish. Many operate as information brokers, expert navigators, or skilled fencers within the House of the Beast. The pirate lifestyle appeals to those elves who reject the rigid traditions of their homelands.   10% Dwarf: Dwarves are integral to the city’s infrastructure, particularly in shipbuilding, blacksmithing, and alchemy. Many dwarves own successful forges, while others prefer the thrill of piracy, seeing it as an opportunity for wealth and adventure beyond their traditional strongholds.   8% Gnome: Gnomes are highly sought after in Port Tronovish for their skills in engineering, explosives, and magical artifacts. They are often found modifying ships, crafting intricate traps, or running illicit gambling operations.   7% Halfling: Halflings, despite their small stature, are surprisingly common in Port Tronovish. Many run taverns, smuggling rings, or betting houses, using their underestimated presence to weave networks of influence. Some are deadly assassins, striking from the shadows.   5% Lizardfolk & Tortle: These amphibious and reptilian races have carved out a niche for themselves as expert divers, fishermen, and aquatic mercenaries. Their ability to survive both in and out of water makes them invaluable in naval skirmishes and smuggling operations.   5% Other Races: The remaining 5% includes an assortment of races such as Aasimar, Genasi, Tabaxi, Kenku, and even the occasional Minotaur or Yuan-Ti. Many of these individuals hold unique positions, either as rare curiosities in the city’s social hierarchy or as powerful figures who carved out a reputation by sheer force of will.  

Cultural Dynamics

  Survival Above All: Unlike structured civilizations, Port Tronovish values cunning, strength, and adaptability over race or lineage. Anyone can rise to power if they have the skill, reputation, and ruthlessness to claim it.   Factions and Loyalties: Allegiances are constantly shifting, with races mixing freely among the rival dock factions, warrior houses, and pirate crews. The city operates on a blend of opportunism and respect for those who prove themselves.   Brutal Justice: The Courthouse serves as both an arena and a means of settling disputes. This has led to a culture where arguments are rarely drawn out in words—might often makes right, and the strongest hand writes the rules.   A City of Second Chances: For many, Port Tronovish is the last refuge. It is a place where outcasts and criminals can start anew, free from the chains of their pasts, provided they can survive the dangers that come with it.

Government

No Central Government:
Port Tronovish operates under no official government, monarchy, or council. Instead, it thrives in a state of organized chaos where power is dictated by reputation, strength, and wealth. There is no single ruler, but rather a collection of influential individuals and factions who shape the city’s day-to-day affairs.   The Pirate King:
Though not an official ruler, the title of "Pirate King" is given to the most feared and respected figure in the city. Currently, Captain Glint holds this title, not through decree but through sheer dominance. The Pirate King holds sway over the city, yet their authority is constantly challenged by those seeking to take their place.   Factions and Power Struggles:
Port Tronovish is divided among various factions, each with their own claims to power. The three dominant docks—Raiden Corp, Two Horn Company, and the Black Ichor Connection—operate like independent entities, engaging in constant rivalry and trade wars.   Law and Order: The Gold or Steel System:
With no government, laws are enforced by the strongest. The Amethyst Privateers, act as a form of city enforcers, ensuring major disputes do not disrupt the city's delicate balance. Their system of justice is simple: criminals must either pay in gold or face retribution in steel.   Justice Through Combat: The Courthouse:
Instead of formal trials, Port Tronovish settles disputes in The Courthouse, an arena where grievances are resolved through combat. The winner is deemed correct, and their word becomes law in the matter at hand.   Survival of the Fittest:
Without a central government, survival depends on one's ability to navigate the shifting tides of power. Reputation, wealth, and strength are the only currencies that matter in Port Tronovish, making it a dangerous but rewarding place for those who can rise above the chaos.

Defences

Natural Defenses
Port Tronovish benefits from its geography, which serves as its first and most significant line of defense. Surrounded by treacherous jungle on one side and the vast ocean on the other, the city is difficult to reach by conventional means. The dense foliage and dangerous wildlife deter land-based invaders, while unpredictable ocean currents and jagged reefs protect against large-scale naval assaults.   The Canal System   Rather than traditional streets, the city's infrastructure revolves around an extensive canal system. This design makes large-scale troop movements difficult, as access is restricted to narrow wooden walkways or boats. The canals also serve as a defensive measure, allowing residents to quickly flood specific sections of the city in times of attack, cutting off enemy advances.   The Three Harbors   Each of the city’s harbors—Raider’s Landing, Hook Tooth Harbour, and The Shadow Wharf—has its own security force and is controlled by a different faction. This results in a natural division of power, preventing any one group from becoming dominant and ensuring that no single harbor can be easily compromised.   The Courthouse Arena   While primarily used for resolving disputes through combat, The Courthouse also doubles as a defensive stronghold. In times of crisis, its reinforced structure and strategic location make it an ideal fallback point for defenders.   The House of Blood and Steel   This guild hall, belonging to the Blooded Bombardiers, is a heavily fortified structure serving as both a headquarters and a private fortress. Members of the guild are well-trained mercenaries, ensuring a formidable force is always ready for conflict.   Lockdown   Port Tronovish’s version of a brig, Lockdown is a small but heavily guarded facility. Though rarely used, it serves as a temporary holding area for troublemakers and would-be assassins before their fate is decided at The Courthouse.   Amethyst Privateers   The closest thing the city has to an organized militia, the Amethyst Privateers enforce the "Gold or Steel" law. While not loyal to any governing body, they ensure that the balance of power remains stable and prevent outright anarchy from consuming the city.   The Preparation Storehouse   A well-defended stockpile of supplies, including food, weapons, and medical resources, The Preparation Storehouse ensures the city can endure prolonged sieges or trade blockades. Guarded by neutral parties, it is one of the few places in the city that all factions have an interest in protecting.   Hidden Traps and Fortifications   Due to the city’s history of conflict, many buildings and alleyways contain hidden traps, reinforced doors, and secret escape routes. Long-time residents know where these defensive measures are and use them to their advantage in times of crisis.   Garrisoned Taverns   Unlike traditional military outposts, many of the city’s taverns double as strongholds for their respective factions. Well-stocked with weapons and supplies, these establishments can be quickly converted into defensive positions if needed.   Port Tronovish’s defenses are unconventional, relying more on strategic positioning, factional rivalries, and the adaptability of its people rather than traditional walls and armies.

Industry & Trade

Trade Hub Port Tronovish is a major trade hub, positioned at the edge of a dense jungle and the open sea, making it a prime location for both legal and illicit commerce. Its markets thrive with goods brought in from distant lands, including rare jungle herbs, exotic animal pelts, and treasures plundered from unsuspecting merchant ships. With no centralized government, trade is dictated by factional control, with each of the three major docks—Raider’s Landing, Hook Tooth Harbour, and The Shadow Wharf—operating their own trade regulations and tariffs.   Artisan Craftsmanship   Despite its chaotic nature, Port Tronovish is home to skilled artisans who have adapted to the scarcity of conventional materials. The Ebony Carver, run by Sorrow Tylina, crafts weapons from hardened ebony wood, while The Ossuary Forge, overseen by Sythic Grawe, specializes in bone-crafted armor and tools. Shipbuilding is a thriving industry, with Narrow-Sight Boat Builders producing custom-built gults, the primary mode of transportation within the canal city.   Market Districts   The open-air market of Port Tronovish, known as The Faux Trade Market, is a chaotic sprawl of traders, smugglers, and artisans. Here, anything can be bought or sold for the right price, from rare jungle spices at The Trail Blazers to fine liquor crafted by Luna Liquors. Brine n’ Barter serves as the city’s general store, offering everyday goods, while All That Glitters specializes in melting down and re-minting stolen gold into local currency.   Trade Goods and Commerce   Port Tronovish’s economy thrives on its reputation as a free market for all goods, legal or otherwise. The Freedom Brokers facilitate the movement of captives and stolen merchandise, while Loot Runner ensures that valuable items reach buyers across the world. The city exports exotic spices, hallucinogenic plants, and rare animal products gathered from the surrounding jungle, while importing weapons, alcohol, and textiles from distant lands.   Agricultural and Resource Management   Due to limited agricultural space, Port Tronovish relies heavily on imported food supplies and preserved goods. The Hidden Garden of Tron provides fresh produce, hidden within a seemingly unassuming building. Water is sourced from the jungle’s natural springs and filtered through makeshift purification systems, ensuring a steady, if rudimentary, supply. The Preparation Storehouse, a well-guarded structure, holds emergency food supplies and essential materials in case of prolonged sieges or trade disruptions.   Port Tronovish’s economy is driven by its accessibility, lack of trade restrictions, and reputation as a haven for smugglers, traders, and treasure seekers alike.

Infrastructure

Streets and Pathways:

Canal System: The primary means of travel within the city, canals serve as both roadways and transportation routes. Small boats and rafts are the lifeblood of commerce and movement in Port Tronovish, weaving through the city's districts and offering a more direct path than the often cluttered walkways.   Wooden Walkways: Narrow wooden planks line the canals, allowing pedestrians to traverse the city. These walkways are often uneven and hastily repaired, reflecting the city's chaotic nature. Many are built by the locals from salvaged wood, leading to an ever-changing and unpredictable network of pathways.  

Key Structures and Facilities:

  Lockdown: The town’s brig, rarely used due to the unique way law is enforced in the city. Primarily, it serves as a drunk tank for unruly individuals and a holding place for those who attempt to assassinate the Pirate King before their public execution.   The Courthouse: A massive arena constructed from driftwood and deconstructed ships. This structure serves as the heart of dispute resolution in Port Tronovish, where arguments, legal matters, and even petty squabbles are settled through combat. It also hosts exhibition matches for entertainment and heavy gambling.   The Floating Faithful: Once a grand church dedicated to Luthos, it fell into ruin during the pirate takeover. Over time, it was reclaimed as a place of worship—this time dedicated to Gundrin, the God of Brewing. Now part-church, part-tavern, it is run by Rolic Pauper, a half-orc priest and former captain known for his excessive drinking and ruthless combat style.   The Hall of Accomplishments: A twisted name for the city’s mortuary, where the bodies of fallen duelists, criminals, and unfortunate souls are collected and processed before being sent off to sea or repurposed by those with a more macabre profession.   The House of Blood and Steel: A guild hall belonging to the Blooded Bombardiers, a notorious rogue pirate outfit. The guild is infamous for taking contracts without moral ambiguity, accepting any job for the right price.   The Offices of Rambling and Exploration: The headquarters for local guides who specialize in leading expeditions into the jungle. They also offer guided tours of Port Tronovish itself, providing insights into the city’s chaotic history.  

Key Locations:

  Rent-a-Rex: A stable of sorts, but instead of horses, it provides trained dinosaurs as mounts for those willing to brave the jungle or make a statement within the city. Adventurers often rent raptors for speed, while traders favor more robust triceratops for carrying goods.   The Ebony Carver: A weaponsmith specializing in ebony wood weaponry, as metal is scarce in Port Tronovish. While not as effective as steel, her weapons are durable, making her shop a necessity for those who cannot afford imported weapons. Owned by Sorrow Tylina, a skilled drow artisan.   The Ossuary Forge: A blacksmith run by Sythic Grawe, a lizardfolk who forges weapons and armor from bones and other salvaged materials. His wares are sought after by warriors looking for something unique and intimidating.   The House of Judgment: A tavern located near the Courthouse, run by the current champion of the arena, a 10-foot-tall goliath and brother of Captain Glint. It serves as a gathering place for duelists and gamblers alike.   The Cannibal’s Cauldron: A disturbing but strangely popular tavern run by three identical individuals with eerily plain features and monotone voices. They serve questionable meat dishes and provide haunting entertainment that leaves more questions than answers.  

Public Facilities:

  The Preparation Storehouse: A large, well-defended building stocked with food, weapons, and medical supplies, ensuring the city can withstand prolonged sieges or embargoes.  

Utility and Services:

  Genesis' Gults: The city’s primary water-based taxi service, offering affordable and efficient transport through the canals. Owned by Genesis of Blue, a fairy who speaks in cryptic riddles.   Brine n’ Barter: The only legitimate general store in the city, selling a variety of essential goods. Unlike most businesses in Port Tronovish, it prides itself on honesty in its dealings.   Jingabinx’s Bottled Perfection: A local alchemist shop run by Jingabinx, a cheerful ratatosk who accepts various forms of payment in exchange for his expertly brewed potions, many of which are made from rare jungle ingredients.   Port Tronovish’s infrastructure reflects its identity—rugged, lawless, and ever-changing.

Assets

The Courthouse
A grand arena built from driftwood and deconstructed ships, The Courthouse is the beating heart of Port Tronovish’s justice system. Disputes are settled through brutal combat, with winners deemed legally correct. It also serves as an entertainment venue, hosting high-stakes fights and gambling events that attract spectators from across the city.   Lockdown   The town’s brig, Lockdown, is rarely used for traditional incarceration. Instead, it functions as a temporary holding cell for drunken troublemakers, as well as a waiting area for those sentenced to public execution. The few who enter rarely leave without consequence.   The Floating Faithful   Once a grand church dedicated to Luthos, The Floating Faithful has since been reclaimed as a place of worship for Gundrin, the God of Brewing. Now a combination of church and tavern, it is run by the half-orc priest Rolic Pauper, who believes the best way to draw people to faith is through strong drink and lively company.   The Hall of Accomplishments   A grimly named facility, The Hall of Accomplishments is Port Tronovish’s mortuary. Bodies of the fallen—whether from battle, execution, or misfortune—are prepared here before being disposed of at sea or used for other macabre purposes.   The House of Blood and Steel   A guild hall belonging to the Blooded Bombardiers, this establishment is known for accepting any job, regardless of morality, as long as the price is right. The building is a fortress of secrecy, where contracts are made, and missions are carried out without question.   The House of Judgment   A rough tavern located near The Courthouse, The House of Judgment is run by the reigning champion of the arena—a towering 10-foot goliath who enforces a strict "winner’s discount" policy. Fighters, gamblers, and spectators gather here to relive their victories and plan their next bets.   Rent-a-Rex   A stables of sorts, Rent-a-Rex replaces traditional mounts with trained dinosaurs. Raptors and triceratops are the most common rentals, favored by adventurers seeking speed or endurance. The shop is one of the few places where coin alone isn’t enough—prospective riders must prove they can handle the beasts before renting.   The Ebony Carver   Run by Sorrow Tylina, a drow weaponsmith, The Ebony Carver specializes in crafting weapons from ebony wood. Due to the scarcity of metal in Port Tronovish, her creations are widely sought after, particularly for their durability and craftsmanship.   The Ossuary Forge   Operated by Sythic Grawe, a lizardfolk artisan, The Ossuary Forge produces weapons and armor from bones and salvaged materials. Each piece is unique, giving rise to a market of warriors who take pride in wielding death-forged equipment.   The Cannibal’s Cauldron   A mysterious and unsettling tavern run by three eerily identical individuals, The Cannibal’s Cauldron serves exotic and questionable meats. The owners speak in monotone and are impervious to threats or intimidation, further adding to the establishment’s eerie reputation.   The Preparation Storehouse   A well-defended stockpile controlled by the city, The Preparation Storehouse is filled with supplies to sustain Port Tronovish in case of siege or prolonged blockade. It is one of the few places in the city guarded by all factions, ensuring its security benefits everyone.   Brine n’ Barter   One of the few completely legitimate businesses in Port Tronovish, Brine n’ Barter is a general store known for its reliability and fair dealings. It serves as a vital resource for travelers and locals alike, offering everyday goods without the risk of being scammed.   Jingabinx’s Bottled Perfection   An alchemist shop run by Jingabinx, a cheerful ratatosk, this store specializes in potions brewed from rare jungle ingredients. Known for accepting unconventional forms of payment, Jingabinx’s shop is as unpredictable as the potions he creates.   Genesis' Gults   A water-based taxi service navigating the city's intricate canal system. Owned by Genesis of Blue, a cryptic fairy known for speaking in riddles, this service provides reliable and affordable transport across Port Tronovish’s waterways.   Port Tronovish thrives on its unique assets, where functionality, survival, and opportunism intertwine.

Guilds and Factions

The Amethyst Privateers
The Amethyst Privateers serve as the closest thing to law enforcement in Port Tronovish. Though not officially a governing body, they enforce order through the 'Gold or Steel' system, where disputes are either paid off or settled through combat. Their influence extends across the city, acting as the Pirate King’s enforcers and ensuring no faction grows too powerful unchecked.   Raiden Corp
Operating out of Raider’s Landing, Raiden Corp is one of the three dominant dock factions. Originally a mercenary company, they have evolved into a well-structured shipping and smuggling operation, dealing in both legitimate and illicit trade. They are known for their strict business practices and professional attitude towards piracy.   Two Horn Company
Based in Hook Tooth Harbour, Two Horn Company operates as a semi-military organization, offering protection services and naval muscle for hire. Led by the orc known as Two Horn, they are a force to be reckoned with, specializing in naval warfare and privateering.   The Black Ichor Connection
The most secretive of the three major dock factions, The Black Ichor Connection runs its operations out of The Shadow Wharf. Known for their dealings in contraband and information brokering, they are deeply embedded in the city's black market and underground trade, making them one of the most influential factions in Port Tronovish.   The House of Monstrosity, The House of Beast, and The House of Plant
These three warrior houses, under the banner of The Dominaria of Monsters and Men, operate within Port Tronovish, each specializing in their respective monster-hunting expertise. They function as training grounds for warriors and scholars alike, offering contracts for beast slaying and providing insight into the creatures of the jungle and beyond.   The Blooded Bombardiers
Home to the Blooded Bombardiers, this rogue faction of pirates operates out of their own guild hall in the city. They will take any job as long as the coin is good, with no concern for morality or consequences. Their presence is a constant source of tension among the other factions.   The Freedom Brokers
A faction dedicated to breaking captives free from prisons and forced servitude, The Freedom Brokers operate within the city’s shadows. Led by Rebel Glee, they specialize in infiltration, heists, and high-risk extractions, offering their services to those who can afford them.   Lathantrix's Hidden League
A guild of thieves devoted to Lathantrix, the God of Thieves. This faction controls a vast network of smugglers, pickpockets, and burglars operating throughout the city. They use the Den of the Lathaites as both a temple and a hideout, ensuring their influence remains hidden yet ever-present.   Genesis' Gults
This guild acts as Port Tronovish’s unofficial taxi service, operating gults to transport goods and people through the city’s canals. Led by Genesis of Blue, they are essential to city travel, ensuring safe and efficient movement across the waterways.   The House of Pleasure
A temple devoted to Elene, Goddess of Pleasure, this faction manages many of the city's entertainment and leisure establishments. Beneath the surface, however, a secret shrine to Vaerdis, Goddess of Pain, lurks in the depths, serving a more clandestine purpose.

Points of interest

The Courthouse:
  • Location: City Center
  • Description: A massive arena built from driftwood and deconstructed ships, used to settle disputes through combat. The winner is deemed factually correct in all cases, making it both a legal institution and an entertainment venue.
  The House of Judgment:
  • Location: Near The Courthouse
  • Description: A tavern owned by the reigning champion of The Courthouse, Captain Glint's brother, offering drinks and a place to strategize for upcoming battles.
  Last Chance:
  • Location: Near the Jungle Gate
  • Description: An inn catering to adventurers about to head into the jungle. It offers a night of comfort before their perilous journeys.
  Rent-a-Rex:
  • Location: Near the Jungle Gate
  • Description: A stable that specializes in dinosaurs instead of horses, allowing patrons to rent or purchase trained mounts for travel or combat.
  The Floating Faithful:
  • Location: Near the Jungle Gate
  • Description: A former temple to Luthos, now repurposed as a temple to Gundrin, God of Brewing. It doubles as a tavern, making it one of the most visited places in the city.
  The Ossuary Forge:
  • Location: Near the Jungle Gate
  • Description: A forge run by the lizardfolk Sythic Grawe, crafting weapons and armor from bones and scavenged materials due to the scarcity of metal in Port Tronovish.
  The Ebony Carver:
  • Location: Near the Jungle Gate
  • Description: A weapon shop run by the drow Sorrow Tylina, specializing in finely crafted weapons made of hardened ebony wood.
  The Trail Blazers:
  • Location: Outer City
  • Description: A well-known herbalist shop that sends gatherers deep into the jungle to retrieve rare ingredients for potions and medicine.
  All That Glitters:
  • Location: Trade District
  • Description: A money printer responsible for minting Port Tronovish’s unique currency, the doubloon, by repurposing foreign coins.
  Genesis’ Gults:
  • Location: Canal District
  • Description: The city’s water-based transport guild, running small gult boats that serve as taxis, allowing people to travel efficiently through the city’s winding canals.
  The Sunken Anchor:
  • Location: Near The Docks
  • Description: A well-worn but reputable inn, popular among sailors and pirates, offering relatively secure lodgings compared to more dangerous alternatives.
  The Lackin' Krackin':
  • Location: Docks District
  • Description: A rowdy tavern known for hosting wild gambling nights, drinking contests, and frequent bar fights.
  Stinko’s:
  • Location: Trade District
  • Description: A perfumery run by Patunia Stinko, a genderfluid dryad druid who crafts unique scents from deep jungle flora.
  Jingabinx’s Bottled Perfection:
  • Location: Trade District
  • Description: An alchemist’s shop run by a Ratatosk named Jingabinx, known for brewing potions using exclusively local ingredients.
  The Hidden Garden of Tron:
  • Location: Hidden within the City
  • Description: A hidden greenhouse disguised as a block of flats, cultivating exotic plants and fresh produce for the city's markets and apothecaries.
  The Cannibal’s Cauldron:
  • Location: Outer City
  • Description: A mysterious tavern run by three identical, eerily monotone figures who take everything literally and never seem to eat or sleep.

Architecture

Port Tronovish’s architecture is a chaotic yet captivating blend of practicality, repurposed ingenuity, and raw, rugged charm. Originally built as a military outpost, much of its earliest structures were designed for fortification and resilience rather than beauty. However, after the outpost fell into the hands of pirates and exiles, the city developed a more haphazard, adaptive style that reflects its tumultuous past and ever-changing present.

The core of the city is built upon the remnants of its military foundations, with reinforced stone structures, old barracks converted into taverns and guildhalls, and watchtowers now serving as lookout points for mercenaries rather than soldiers. Around these, the city's shantytown aesthetic takes hold—buildings crafted from driftwood, scavenged shipwrecks, and jungle timber are stacked together in a seemingly precarious manner, yet they have withstood countless storms and raids. Many structures incorporate masts, sails, and hulls from repurposed ships, giving the city an almost floating appearance, despite being firmly on land.

The canal-based infrastructure has also influenced the architecture, with narrow walkways, rope bridges, and elevated wooden platforms connecting buildings above the murky waters. Houses and shops are often stacked upon one another, with additional floors and extensions haphazardly nailed into place over time. Brightly colored banners, mismatched shutters, and hanging lanterns illuminate the maze-like alleys, ensuring that even in the lawless heart of the city, there is a sense of vibrancy and life.

Closer to the docks, larger, more established buildings display a mixture of colonial and naval architecture, featuring wide balconies, reinforced wooden beams, and sprawling verandas designed to catch the ocean breeze. The three major dock factions have each left their mark, with Raiden Corp's Raider’s Landing featuring sleek, militarized warehouses, Two Horn Company’s Hook Tooth Harbour resembling a fortified stronghold, and The Black Ichor Connection’s Shadow Wharf shrouded in secrecy, featuring hidden passages and deceptive façades.

Despite its lawless reputation, Port Tronovish is a city that thrives in its own brand of organized chaos. Every building, every street, and every dock tells a story of survival, ambition, and rebellion, making it one of the most visually distinct and character-filled locations in the world.

Maps

  • Port Tronovish
Founding Date
-1500 PA
Founders
Alternative Name(s)
Port Trouble
Population
34,950
Inhabitant Demonym
Very Mixed
Owner/Ruler
Ruling/Owning Rank
Owning Organization