Twyrif Settlement in The Continent of Wordal | World Anvil
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Twyrif

"The City of Twyrif is a major city along the North-South Road that connects northern and southern Rasfadal. The walled city is build at the point where the rivers Mygar and Dhur merge, with a castle build high up on a cliff. It sees a lot of merchants coming through town and some have settled here to set up permanent establishments. This is a good place for those that want to go shopping, but make sure to avoid The Slums, or you'll part with your gold faster than you'd like.   Twyrif was founded many years ago. It started as a small town around the newly build castle that was meant to protect the northern borders and people traveling along the road. The safety that it brought attracted many traveling merchants and adventurers. The trade that the merchants brought allowed the nearby docks to grow and the city slowly grew to become the hub is it today.   In general, Twyrif is a pleasant place to be. Streets are well maintained, there are comfortable inns and taverns and many shops and establishments to fulfill your needs. However, there's also The Slums, a dark place in the center of the city. Out of sight of the common folk the Thieves Guild runs small crime operations throughout town. The rivalry between the Thieves and Merchants Guild caused permanent tension, but at the same time, both guilds are happy to use each other's services and connections.   The authorities in Twyrif mostly turn a blind eye to these practices, only stepping up every now and then. Those acts are mostly to maintain appearances though.   However, these dark ongoings hardly affect the population directly, and much less people the people traveling through. As long as they don't cause any trouble that is."   D. Harewood, Fendalian Cartographer

Government

The lord and head of the city is Duke Deiniol I of Arnallan, but he does not rule alone. The Council of Twyrif, a group of ten wealthy and powerful figures in the city, are the driving force behind much that goes on in the city. The majority of the council's members are high-ranking members from the Merchants' Guild. Some of the council members are from the Whisper Guild, a criminal organization and important source of information, both from the city and surrounding lands. The final members of the council are a couple of entrepreneurs owning several mines in the Gynard Canyon.

Defences

Twyrif is built at the point where the rivers Mygar and Dhur merge, granting the city a natural defence to the north, east and west. A stone wall and thirteen towers surround the city to add another layer of protection. Atop a cliff on the north side of the city is Twyrif Castle, a formidable stronghold overlooking the city below.

Infrastructure

Twyrif has a rich infrastructure. It is located along the North-South road, the main road through the kingdom. Outside the west gate is a draw bridge across the Mygar river, which is one of the most important and save bridges to cross the river and an important crossing along the North-South road. To the east of the city is a river across the river Dhur, offering a direct route to The Swamps and the Arnallan Plains. In the south west quarter of the city is the port district. It sees a lot of trade coming in across the river. Cargo ships navigate the river until Twyrif where they unload and sell their wares.

Districts

Six district make up the city of Twyrif. To the north is the government district. Many governing figures live here and this is also where the city hall and barracks are. On the north west is Old Town. This district lies between The docks and the castle is and where the first citizens of Twyrif made their homes. To the south west are The Docks. This walled off section contains several docks and warehouses. There are always people working in this area. To the south is the Merchant District. This is where all the goods from the docks are sold. You'll find many shops in this district. To the south east is South End, a luxurious area with spacious houses and plenty of room. Most people say this is the best part of town. In the middle of it all at The Slums. Originally the slums were built outside the old town and the city grew around them. In the slums you'll find all sorts of shady folk.

Guilds and Factions

There are several factions in Twyrif.  

The Knights of the Golden Bascinet

The Knights of the Golden Bascinet are the local law enforcement under the control of the Duke of Arnallan. They serve as local enforcers, as well as the dukes retinue. Most members are born from low nobility and join in an effort to gain prestige. Some members take their role very serious, acting as paragons for the people of Twyrif, while others abuse their power and harass the common folk. Be watchful when you come upon a Golden Bascinet: they can be a protector, pure of heart, or a scoundrel of the worst kind.  

The Heroes’ Guild

Only the greatest individuals are allowed to become members of this guild. For over two centuries it has recruited and trained people that have become the stuff of legends. Their goal is to train individuals to travel around the land and help people in need. Heroes are trained in one of three different disciplines: Courage for physical prowess, Finesse for character and agility and Mind for knowledge and magic. The guild is led by Grand Master Fenwyn, and a council of the Masters of each discipline: Charn, the Master of Courage; Darostan, the Master of Finesse and Kaelin, the Master of Mind.  

The Merchants' Guild

The Merchants' Guild is made up of the wealthiest Merchants in Twyrif. What started out as a collective effort to build a regulated market has turned into an elitist group of wealthy individuals that control each and every shop in town. They decide which goods are sold, bought or prohibited and what price they go for. Competition is quickly brought into the guild or taken out of business.  

The Whisper Guild

The Whisper Guild is a powerful criminal organization within Twyrif. While its headquarters are in the city the Whisper Guild's influence spread all throughout the Arnallan Plains. They have hideouts in many villages and hamlets and keep a firm grip on any and all criminal activities in the region. Anything more than a common pickpocket will attract their attention and is seen as either a new recruit or competition. And the guild has an effective way of dealing with the latter.

Points of interest

Inside the city you'll find several

Natural Resources

Located between two rivers, the city has immediate access to fresh water. Twyrif is located in a naturally forested area, granting the city easy acces to wood. Fertile lands towards the east can be used for the production of food. It is also a good place for herding sheep. Further south is the Gynard Canyon, offering metals and stone. With no other major settlements in the area Twyrif can operate many mines in the area.

Maps

  • Twyrif
Type
City
Population
5000
Location under
Included Locations
Owner/Ruler
Owning Organization
Characters in Location
A 1218 painting by D. Harewood showing a bird's-eye view of Twyrif. The church of Milory had not yet been built.

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