Travik
Travik is the largest settlement in its region, standing as a modest yet vital hub amidst a landscape dotted with small, impoverished villages. Surrounded by sprawling fields and grazing hills, it serves as the central trading node for the area's scattered settlements, linking them to larger markets through its small port on the Terem River. The port facilitates the export of local goods such as grain, timber, and wool, while importing tools and other necessities that sustain the region's modest livelihoods. Within its palisaded center, bustling streets host taverns, guilds, and markets, creating a lively atmosphere that contrasts with the quieter villages it supports. Though its defenses and infrastructure are basic, Travik’s strategic location and role as a trade hub make it indispensable to the surrounding countryside.
Government
Travik is governed by a noble (Vladyka) appointed by the Lord of Province of Ráven, who oversees the settlement’s administration, taxation, and enforcement of the laws of the Kingdom of Balad. Taxes are collected in both coin and goods, with a portion sent to the provincial capital and the rest used to maintain the city’s defenses, infrastructure, and guard. Laws are aligned with the kingdom’s legal code and with The Syndar Codex of Laws, emphasizing fealty, order, and productivity, though local ordinances address issues specific to agriculture, trade, and river port activity. The settlement relies on a small, organized guard to maintain security, while labor and trade are organized into loosely regulated guilds and communal systems that sustain the town’s modest economy.
Defences
Travik's defenses are modest but sufficient compared to surrounding villages, with wooden palisades standing 3-4 meters high, reinforced by watchtowers manned by bowmen. The defended area covers only the city's central district, leaving the outer fields and port exposed. A local militia of 300-450 poorly trained soldiers serves as the primary defensive force, capable of responding to threats but ill-equipped for prolonged conflict or larger-scale invasions. While not formidable, these defenses provide a basic level of protection for the settlement’s inhabitants and central infrastructure.
Industry & Trade
Travik thrives as a regional trade hub, serving as the largest settlement in the area and facilitating commerce for nearby villages and settlements. The inhabitants primarily engage in agriculture, producing surplus goods like grains, vegetables, and livestock, which are exported via the port on the Terem River or through ground transport to southeastern villages. Local craftsmen, such as blacksmiths, millers, and carpenters, support the economy with essential goods, while merchants bring in imports like tools, textiles, and luxury items. This trade network keeps Travik economically vital despite its modest size.
Infrastructure
Travik's infrastructure reflects its modest prosperity and agricultural focus, with plenty of fields surrounding the settlement and a small port outside the palisades along the Terem River, supporting trade and transport. The roads are poorly maintained, serving primarily local needs rather than long-distance travel. Within the city, taverns cater to locals and travelers, while guilds organize trades such as milling, blacksmithing, and river commerce. Though lacking advanced facilities like sewers or large workshops, the settlement sustains itself with practical structures like granaries, basic wells, and small craft shops, ensuring its economy and daily life function smoothly.
Market
The market square is the living heart of Travik, bustling with traders, farmers, and craftsmen selling their goods. Surrounded by taverns, workshops, and guild halls, it’s where locals and visitors alike converge to trade and socialize. The air is filled with the sounds of haggling and the scents of fresh produce, making it the vibrant center of daily life within the palisades.

Guilds and Factions
Travik is influenced by several key factions that shape its politics and economy. The Local Militia, though poorly trained, wields moderate influence due to their role in defending the settlement, often clashing with other groups over resource allocation. The Merchant’s Guild oversees trade and commerce, controlling access to the port and setting tariffs, while the Farmer’s Guild represents the interests of the agricultural community, advocating for fair taxation and protection of fields. The Port Master, a wealthy and shrewd figure, holds sway over the river trade and maintains control over shipping operations, often leveraging this power to influence town leadership. Additionally, the Craftsmen’s Guild, composed of blacksmiths, carpenters, and other artisans, ensures fair wages and standards for local production. Lastly, the Clerics, a religious order devoted to a regional deity of harvest and trade, act as mediators in disputes while subtly influencing policy to align with their spiritual goals.
Natural Resources
Travik’s natural resources form the backbone of its economy. The surrounding fields provide abundant grain and other crops, while sheep grazing in nearby hills supply wool and meat. Forests offer a steady supply of timber for construction and trade, although logging is carefully managed to preserve the resource. The region lacks large mines, but small-scale operations in nearby foothills yield iron ore and stone, which are used locally for tools, building, and occasional export. These resources sustain Travik and its neighboring villages, making it a vital center for agricultural and raw material trade.

Type
Town
Population
8267
Location under
Additional Rulers/Owners
Ruling/Owning Rank
Owning Organization

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