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Trinda

Trinda is a fortified coastal town built on scars and stubbornness. Once a quiet trade outpost, it gained sudden notoriety in 4179 after being nearly annihilated by a trio of purple worms. What followed was not abandonment, but resurrection—led by the adventuring party known as the Scions of the Turquoise Cod. Their victory over the monstrous threat, and their decision to remain in Trinda, transformed it from a footnote in shipping logs into a landmark of survival. Now, Trinda thrives on what it was nearly consumed by its people resourceful, proud, and ever watchful of what stirs below the soil.

Demographics

Trinda boasts a diverse blend of people. Humans and dwarves make up the majority of the population, with notable communities of halflings, gnomes, and the occasional dragonborn or tiefling miner. Elves are less common but present among scholars studying the worm remains. Retired adventurers and hardy common folk form the backbone of society, many of them contributing directly to rebuilding efforts or monster-part harvesting after the catastrophe.

Government

Trinda is governed by a council of seven, consisting of two appointed by the scions, three citizen-elected leaders (chosen every eight years), and two representatives from the Miners’ Consortium. The Scions hold a revered but largely advisory position, with their word carrying tremendous weight out of respect rather than law. The council makes decisions on trade permissions, excavation boundaries, town defense, and festival governance. Laws are practical and lean toward public safety, especially concerning mine entry regulations and export standards for remaining monster parts.

Defences

Trinda’s defensive systems are unique and built from the bones of tragedy. Many of the structures are reinforced with purple worm scales and bones, and a handful of siege weapons and acid-proof defenses remain from the rebuilding efforts.

Industry & Trade

Trinda’s main exports include purple worm derivatives: dried meat, harvested teeth and scales, acidic sacs, and processed chitin armor. While much of the original material is long gone, the town’s economy has shifted to mining the tunnels left behind by the worms. Rumors of rare metals and minerals have turned Trinda into a small-scale boomtown for prospectors, artificers, and smiths. It also exports stone, cave flora, and alchemical reagents found in deep burrows. In return, the town imports lumber, grains, and arcane supplies—primarily from Porthca.

Infrastructure

Much of Trinda’s infrastructure was rebuilt from the ground up following the worm attack. Streets are cobbled from quarried stone reinforced with chitin-binding mortar, and water systems were re-routed using salvaged tunnel networks below. The town features reinforced storehouses (some magically cooled), a central forge district, and a repurposed central keep—Scion Keep—which serves as the administrative and historical heart of the town. The Frozen Silo District stores preserved worm meat, alchemically treated for export.

History

Trinda’s history is split in two: before the worm, and after. For decades, it existed as a sleepy port facilitating transport inland. That changed in 4179 when a full-grown purple worm and two spawn erupted from the ground, devastating the settlement. Emergency calls were sent out, and among those who answered were the Scions of the Turquoise Cod—an adventuring party whose battle against the beasts is still recounted every year during The Turning of the Scales. After the monsters fell, the Scions stayed, helped rebuild, and changed the town forever. Now, Trinda’s identity is inseparable from its past—monumental tragedy, and what rose from it.

Points of interest

The Museum of the Turquoise Cod sits modestly near Scion Keep, a two-story stone building that blends into the rebuilt architecture of Trinda. Though small, it's lovingly maintained by a few locals—most of whom are descendants of those saved during the purple worm attack. Inside are displays of battle-scarred armor, fragments of worm chitin, and simple relics from the Scions' adventuring days. A humble statue out front depicts the five heroes standing back-to-back , facing a stylized worm rising from the ground. It’s not grand, but it means everything to the people who live here.

Architecture

Trinda's buildings blend function with tribute. Stone walls and wooden beams are reinforced with salvaged worm scales, many rooftops featuring overlapping violet segments like natural tiling. Some structures even have decorative mandibles above doorways—either to ward off danger or as a point of pride. The architecture is compact and defensive, with deep cellars and anchor-strapped roofs to withstand tremors. Magic lanterns, gifted by grateful arcanists over the years, line the main roads and give the town a soft purple-blue glow at night, reminiscent of the scales’ original shimmer.

Climate

Trinda experiences a coastal temperate climate, with cool breezes from the ocean keeping the air crisp even during summer. Winters are mild but wet, with frequent fog rolling in from the sea. Spring brings clear skies and blooming cliff-moss, while fall is marked by powerful storms and high tides. Deep tremors can still occasionally be felt—a reminder that Trinda rests above something ancient and never entirely still.

Maps

  • Grenias: Trinda - The Monsterous City
Founding Date
4013
Type
Town
Population
4,500
Location under
Related Tradition (Primary)


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