Trel Piers Settlement in Thayelran | World Anvil
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Trel Piers

Sitting at the western end of the chromatic dragon road is the port city of Trel Piers. This bustling city is a hub of information and trade coming from the elven city of Erathyl to the north, along the dragon road to the east, and from the vast ocean to the west. While the bay it sits within does provide some protection from any wild storms that may wander off from the eternal maelstrom it is the massive twin breakwaters that offer the true protection from both storm and scoundrel. Shaped my some ancient forgotten means these two breakwaters extend out from the ends of the bay, carved to resemble two encircling arms open to visitors but said to ward off any that bring ill to those it shelters.

Demographics

The population varies greatly though elves, dwarves, and humans make up 60% of the population.

Government

Trel Piers is ruled by a council of Lord Merchants. Each Lord Merchant is responsible for managing trade regarding certain goods or services. If a decision must be made regarding something beyond an individuals personal scope the council will vote on it.

Defences

Trel Piers has what is likely the strongest navy on the continent if not the world. With over 100 ships and well trained crew that are used to some of the harshest conditions the seas have to offer anyone intelligent would need to consider carefully before risking a conflict on the seas with them.

Industry & Trade

The majority of the cities income is made in the trade that flows through it. It is one of the only ports that allows access to goods coming in from Agroris. Anyone else has to take far longer and more dangerous routes to trade with that mysterious continent.

Guilds and Factions

There are a variety of different merchant houses within Trel Piers, each one overseeing a different aspect of trade.  

House of the arcane

Lord Merchant Cadnie Belwit

The house of the arcane oversees the trade of all goods and services pertaining to arcane spellcasting. Any individual seeking to receive payment for spellcasting services must do so at the approved rates and must provide the designated percentage of any earnings to the guild or purchase a guild license. They are one of the three merchant houses that control is given over to during a time of crisis.  

House of blood

Lord Merchant Jovri Forgefoot

Despite it's macabe name the house of blood isn't quite as gruesome as many would think. It oversees the anglers, hunters, workers, and traders that deal with the many varieties of meat that make their way through the city.  

House of the soil

Lord Merchant Salme Tealeaf

The house of the soil oversees the workers and traders of things that can be plucked, pruned, picked, harvested, or simply grows from the ground. There is often debates between the house of soil and the house of the arcane on who has jurisdiction over certain herbs. This has led some merchants to the frustration of needing to purchase two licenses simply to ensure they are not in violation of the law.  

House of stones

Lord Merchant Thelba Dylnar

The house of stones oversees the trade and workers that deal with things excavated from the ground. From the most basic paving stones in the slums to beautiful marble on merchant houses and even the gems adorning rings and necklaces.  

House of the forge

Lord Merchant Broarg

The house of the forge oversees the trade and workers involved with all metals. In addition they are responsible for managing the town guard as well. They are one of the three merchant houses that control is given over to during a time of crisis.  

House of the weaver

Lord Merchant Margery Farrar

The house of the weaver oversees the trade and workers involved with the manufacture and trade of all textile products. In a city so dependent upon ships the manufacture of sails is a very important position.  

House of the waves

Lord Merchant Osonia Yelthana

The house of the waves oversees what is considered one of the most important resources in Trel Piers, their boats. From the boats themselves to the individuals that crew their decks the house of the waves ensures that everything is well taken care of. They are one of the three merchant houses that control is given over to during a time of crisis.

House of learning

Lord Merchant Grolvan Tevv

The house of learning oversees all skilled individuals that offer services that do not fall under one of the other primary merchant lords. Anyone with a skilled profession is included in the house of learning. They also oversee the education and training of many individuals within the city, assisting them in finding suitable apprenticeships when available.

History

Trel Piers is one of the few settlements that can trace it's history back to the dragon tyranny. During that time it was used as a lair for the bronze dragon Zuummubi. When he was driven off and slain his hoard was claimed by the people he had ruled and they claimed the area for themselves, sheltering within the welcoming arms of the bay and building place to call their own.

Geography

Vast open plains lead up to the shore where Trel Piers sits. The land around it is fertile farming land. The large bay is almost half a mile across, the twin breakwater arms providing a secure shelter.
Type
City
Population
170,000

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