Teris Settlement in Urvén | World Anvil
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Teris

Ducal seat of the Western Reach. Hub of trade and travel.

Situated at the northern end of the Western Reaches of Dunsland, Teris is one of the largest towns in the country. Its proximity to the borders of Dunsland and the primary route through the God's Hope Woods makes Teris both a trading hub and a launching point for adventurers. While Teris is a walled settlement, it has outgrown these boundaries and the city gates now face outwards into additional, small districts.

Government

Teris is ruled by a duke who is advised by a council of seven seats. While he has singular authority over the western reaches, the duke will usually defer to decisions made in council votes, especially when the crown representative has broken a tie. The seven seats are as follows:

  • Crown Representative - sent from Dun to speak on behalf of King Justinian.
  • High Priest of Thirasmus - High Priest Josef, represents the church's interests.
  • Faith Representative - elected by the other religions within Teris, represents the wellbeing of the commoners.
  • High Captain of the Teris Guard - represents the policing and rule of law within Teris.
  • Western General of the Crown's Army - represents the military forces across the western reaches, particularly in Bastion.
  • Two Guild Seats - the two largest (read: paid the most taxes) guilds get seats on the council to represent the commercial interests of the region.

The individuals who fill these seats change regularly, particularly the guild representatives. Each council member also has their own selection of advisors and confidants.

Defences

Teris is encircled by a stout wall with three main gates and several watchtowers. The upper district is protected by its own, similar gate and the duke resides within a keep at the highest point of the town. There are three main military forces within Teris: the city guard, who perform day-to-day patrolling within the walls; the crown army, who cover the whole land; and a small contingent of Lions of Dun, who act as the personal honour guard for the duke and inportant guests to Teris. In addition, the various guilds, adventurers and the arcanist tower have power in their own right, making Teris almost impossible to break from the outside.

Infrastructure

Teris is built upon the ruins of an older city that predates the great calamity. As a result, many of the buildings have foundations and sections of wall made from ancient stone. The main streets and the temple square are well paved with white stone but the side streets and alleys tend to be simple dirt tracks that become mud and slime in times of heavy rain. Teris has a large sewer network cobbled together from several previous constructions. No one person knows the layout of the whole system but it is generally assumed that it is a bad idea to delve too deep.

A spring, magically pulled from the ground centuries past, acts as the main water source in Teris. Fountains within the upper district and the temple square are the most obvious water sources but there are also several wells throughout the city and even a few expensive houses that have their own direct link to fresh water. This water then flows downwards through the sewer system and leaves Teris through small outflows to the northeast and southwest, outside the city walls.

Districts

Teris is divided into five main districts, listed below.

Upper District

The upper district is located at a raised elevation in the southwest of the city and is bordered by its own wall. There is a single gatehouse, where the Teris Guard are based, which is accessible from the southern road out of the city. Within the walls are Griffon Keep - seat of the duke, a Lions of Dun barracks, the arcanists tower, Great Butterfly Park, a large stables and a variety of upper class homes and shops.

Temple Square

Situated in the centre of Teris is a large square with a fountain in the middle. Three temples sit around the edge: the Temple of Thirasmus, a joint temple to Yohna and Drullia, and a third temple for the "lesser gods". There are also statues and trees encircling the space. During festivals and times of celebration, the square fills with stands, stalls and revellers.

Guild District

The southeastern section of Teris is made up of a combination of guild headquarters and residential buildings. The major guilds, such as Fang & Claw or the Fabricators have large holdings that oversee the whole region. Other notable locations are the Teris fight pits and the Nexxioca Embassy. Houses in this district are of moderate value.

Merchant's District

The northwestern section of Teris has the majority of the shops and businesses that sell and trade a wide range of items. Smaller stalls, carts and even simple blankets laid out on the streets are scattered around, increasing in number around festivals and holidays. The relatively high number of adventurers passing through Teris and the city's status as a trade hub allow for a grand selection of mundane and magical items. Those that cannot be found may often be sourced from outside the city for a commission. Houses in this district are of decent value.

Worker's Quarter

Sometimes simply known as "The Hands", the northwestern side of Teris is home to many lower class workers: some who work in guildhouses, some who head outside the city to work and a few who scrape a living in the few basic businesses and services within the district. Bunkhouses, cheap taverns and buildings housing criminal enterprises are common, while residents tend to live in small apartments and shared homes. Much of the city's refuse travels through The Hands to be searched for valuables by those desperate enough to do so.

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Cover image: by Antonio López from Pixabay

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