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Fallen Dreams

3e D&D Living World

 

 

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TRAYESS

 

 

 Trayess has a long and bloody history. Up until 300 years ago, it was a small and wild city on the northern coast of the continent. However, incursions by monsters and humanoid tribes destroyed many of the outlying regions of the Kilgaul Empire, and Trayess found itself in a position where it was growing rapidly from an influx of citizens searching for a safe haven. Very quickly, the city was changed from a tiny port to an average port, as the increasing population bolstered the economy. Humanoid tribes, most notably the orcs, eventually attacked Trayess as well. It must be admitted that Trayess handled the initial defense poorly, and several times orcish tribes raided the city successfully, raping and plundering with virtual impunity. Within a few years, though, new defenses had been constructed and the city’s resistance had stiffened. Raiders were forced to content themselves with attacking outlying villages and farms, and seasoned patrols made the raiders work more difficult. Of course, it was also about this time that half-orcs first began to appear in the local area.

 Trayess had become a moderately sized port city, and trade was now one of the primary occupations of the city. Sea trade was sporadic, with ships plying the waters to Caday or Weckhaven. Overland caravans went to Ironport or deeper into the continent. Smugglers imported goods from various humanoid tribes, with which they had made illegal contact. Trayess passed various city ordinances prohibiting prostitution, the sale of magic by anyone other than a recognized temple, and arena combats. Far from eliminating these things, they seemed to thrive: a healthy black market sprang up, and the local thieves’ guild rapidly increased in power and influence.

 About 200 years ago, Trayess became the center of an influence that would have far-reaching effects in all of Kilgaul. This was the Landing of the Ark, a vessel full of Kyozan refugees. Eventually, these people would introduce a system of writing to the Kilgauls, and establish monasteries throughout the land where monks could be trained. Although many Kyozans chose to wander and eventually be absorbed into Kilgaulan culture, the majority or the refugees chose to settle in Trayess. Many Kilgaulan customs were adopted, but the Kyozans still have a distinct sub-culture within the city, including a separate dialect that is spoken. The Kyozans did have their own deities (including versions of the 7 Core Gods), but these have been abandoned in favor of the Kilgaulan deities.

  Since that time, Trayess has continued to evolve. The population of half-orcs has continued to grow, partly from the depredations of the nearby orcish tribes, but also because the humanoid tribes tend to shun their hybrid offspring and cast them out. Trayess has maintained a policy of accepting these bastard offspring. Although some difficulties have arisen because of this, generally it has served Trayess well, since the average half-orc bears no affection for its orcish parentage. Many of the most stalwart defenders of the city are half-orc hybrids.

 Up until 20 years ago, Trayess was still ruled under the traditional Kilgaul method, which was based on clan leadership and nobility. This method generally worked well throughout the Kilgaul Empire, but was abused in Trayess, where less than half the population could really be called Kilgaulan. Revolt occurred, and the city was seized by half-orcs, abetted by Kyozan and Kilgaulan sympathizers. Their first act was to declare Trayess an independent city, free from the Kilgaulan Empire.

 Armies marched from Brin and Ironport, and the revolt was put down. But recognizing that the old method of leadership was not working, the High King of Kilgaul mandated that Trayess would henceforth be ruled by a governor and a council. The first appointed governor was a half-orc, one of the rebels: Tuang of the Iron Spear. Although there has been some turbulence with the change of leadership, Trayess settled into a sort of stability.

 By present count, roughly one third of the population is Kilgaulan, one third of the population is Kyozan (or the descendants of those people), and a little less than one third of the population is half-orc. Elves and half-elves, while not rare, are much less common in Trayess than other areas in Kilgaul. This city is one of the few regions where a half-orc causes little consternation. The city’s reputation is unusual… while not as dark as that of the brooding Ironport, Trayess has a reputation (admittedly justified) of being free-wheeling and lawless; full of rogues, vice, and smugglers.

 

NOTABLE ELEMENTS OF TRAYESS

 The city of Trayess can be divided into six general areas: the Governor’s District, Temple Ward, Kyozan Quarter, Free Market, Barbarian Quarter, and Military Ward. The Governor’s district, centrally located, is the area of civil rulers and nobles. The Temple Ward, on the east side of the city, is the area where the gods are worshiped and monks are trained. The Kyozan Quarter (northwest) is where the vast majority of Kyozans reside. The Free Market is an area of plazas and shops, which extends to and includes the docks on the northern edge of Trayess. The Barbarian Quarter, on the south side, is where many half-orcs reside. The Military Ward, located on the western end of Trayess, houses much of its fighting forces.

 Most of the city is characterized by old stone and wood structures, with dark narrow alleys and twisting streets. The law is notoriously inefficient, and the extortioners’ guild helps out with law enforcement (for a fee, of course). The city does not have a strict codified set of laws. The city guard usually dispenses justice as they see fit, although there are magistrates that may deal with particularly difficult cases or those involving notables.

 

1.      Council Hall                      A regal building built of white marble, the council hall (located in the Governor’s District) is the seat of temporal power in Trayess. It is the meeting place for the city council, and holds the offices of the governor, the council members and their staff. There are 10 council members, headed by the governor of Trayess, Tuang of the Iron Spear. The governor does actually have an iron spear, which he employs as a symbol of office. Although he is getting old and has ruled for about two decades, the half-orc governor is still quite popular. His popularity increased when he physically ejected a council member from a city meeting by hurling him out a second-story window. Apparently the offending council member (Kenneth Vayle) had suggested a treaty with the nearby orc tribes. Current council members are Arvin of Clan Hennessy, Bedoi Sada, Deirdre of Clan Cauley, Durrek the Numb, Fineaed ‘Flip’ Callan, Fiona of Clan Mullins, Lang Bristle, Leigh of Clan Kilmallock (replaced Kenneth Vayle), Ryukei, and Sean of Clan Cruich. 

2.      Kyozan Manor                 A beautiful manor constructed in the style of architecture favored by the Kyozans, the manor and its attached grounds are owned by Lady Sumiko Kagetsuna (located in the Kyozan Quarter). When the Kyozans landed in Trayess, some 200 years ago, they examined the genealogies of the survivors and decided that the House of Kagetsuna was the family most closely related to their now-dead king. Thus, many Kyozans view Lady Kagetsuna as their rightful queen, regardless of who Kilgaul declares to be ruler of Trayess. Lady Kagetsuna has never claimed to be queen, but he slightest suggestion is considered law by most Kyozans. It is common knowledge that the city council often checks with her before issuing a decision. Bedoi Sada, better known as ‘Bedoi the Stone’, is her consort.

3.      Cruich Mansion               An imposing mansion in the Governor’s District, this building is the ‘city house’ of Clan Cruich, the eldest and most noble of the various Kilgaulan families associated with Trayess. Before the revolt in Trayess, Cruich was the ruling clan. Although they no longer rule, the clan is still powerful and influential. The patriarch Baird Cruich is the Clan Lord, and his youngest son Sean is on the city council. The Cruich Clan is not well-liked by the half-orcs or Kyozans, mainly because of their aristocratic philosophies.

4.      Open Market                   As a trade city, Trayess has an enormous amount of goods, services, and commodities available. With the exception of magical items (the sale of which is banned), any type of animal or item might be found here. Some of the more noteworthy craftsmen and establishments in the Free Market area are Haelen the Armorer, Kelton’s Brewery & Inn, Alston the Scrivener, Akkem Indoran’s Pacific Inn, Smythe’s Swords, and Minado’s Mounts. Although not immediately apparent, there is a rivalry between the two most prominent merchant guilds in Trayess: Callahan’s Merchant House and the Marlin Company. Callahan’s controls most of the overland trade routes to Trayess, while the smaller Marlin Company monopolizes the sea trade to the city. Most of the businesses in the Free Market have some connection to one of the two primary guilds. This is one of the few areas where the city guard is diligent it attending to their duties.

5.      Black Market                  A person might spend a lifetime in Trayess and never see evidence of the black market, but it exists and thrives. Besides the ordinary activities of fencing stolen goods or dealing with smuggled items, the black market also sells magic items and contacts arcane spellcasters. Generally speaking, only thieves and scoundrels buy and sell on the black market, but anyone with the correct contacts can get involved. The city guards (well-bribed) are notoriously lax on enforcing the laws about the sale of magic. The black market is the province of the thieves’ guild of Trayess. Rumor suggests that the guild is run by a pair of sisters, elves or half-elves, with the unlikely names of Destiny and Slinky (unquestionably pseudonyms). The rumors also portray them as twins, lesbians, sadists and assassins. The thieves’ guild is often at odds with the extortioners guild. While the secret location of the thieves guild is not precisely known, it is said to be somewhere in the Free Market area.

6.      Bardic College                 Elsewhere in Kilgaul, the members of the bardic colleges are noted as historians and the conscience of the community. In Trayess, the bards have taken a rather seedy turn. While not every bard in Trayess is involved, the group as a whole is noted for organizing illegal prostitution rings. In fact, the ‘quality’ of their merchandise is a point of pride. Male or female, the bards provide flesh to sate the salacious desires of others. There seems to be an unusual proclivity for elves and half-elves in Trayess, which the bards struggle to keep in demand (they command the highest prices). The chief bard of Trayess is Sebastian ‘Bass’ Fisher, but it seems he has nothing to do with the illicit activities of his fellows. The Bard’s Hall is a large wooden building in the Governor’s District.

7.      Extortioners Guild                       With a decidedly lax attitude prevalent among the city guard, where can the average citizen turn for protection? The extortioners guild helps enforce the peace, often more attentively than members of the city guard do. The guild is a separate entity from the other organized criminal elements in Trayess (the thieves’ guild and the bardic college), and they collect protection money from the areas they control. Most of the members of the guild are Kyozan (and it is suggested that their headquarters is in the Kyozan Quarter), although there are more than a few brutish half-orcs thrown in for muscle. The guild actually has a surprisingly decent reputation as protectors of the commoners. The extortioners frequently oppose the thieves’ guild, often with violent results. The leader of the extortioners is said to be the monk Ji Chao.

8.      Nuada’s Silver Hand                   This temple/monastery (found in the temple ward) is dedicated to the Kilgaulan god of honor and combat, Nuada. It is best known as the home of the esteemed Order of the Silver Hand, a monastic order that emphasizes self-discipline and modesty. Since the order has become more well-known, they have had to restrict the number of applicants they accept, selecting those who seem most qualified. Most of the members are Kyozan, but race and nationality are not determining factors. One of the most recognized students is Fheramao Azul, a world-weary Kilgaulan better known as ‘the Doomed Monk’.

9.      Ghovnu’s Temple Forge  As the Kilgaulan deity of blacksmiths and the forge, it is not surprising that this squat, ugly temple of rough stone has a fully operational smithy and actually creates arms and armor which they sell to the devout. It is no secret that the senior priest at this temple, Hanson Xota, has the ability to create magical weapons and armor. Such weapons and armor are intended to be used in the service of the temple and its god. Nonetheless, Hanson has been besieged with morons attempting to purchase these items (despite the ban on such sales), or even worse, thieves who respond to the rumor that there is a secret stockpile of magic armor hidden in the temple. The air around this place of worship fairly shimmers with the power of defensive magics that faithful adherents have cast. This structure is located in the Temple ward.

10.  The Temple of Taranis    A large wooden structure, built from rough and unfinished logs, is dedicated to the bestial god of rage and animals. This building, located in the Temple Ward, is often visited by half-orc berserkers. One entire military unit, the Left-Handed Ragers, has dedicated themselves to this temple. Although popular with the uncouth and barbarians, the priestess who tends to this temple, Durvina, is a gentle woman who trains animals like hunting dogs.

11.  The Church of Oghma     Located in the temple ward, the Church of Oghma is one often frequented by bards and rogues. The building itself is a low, stone structure, always neat and clean. Inside is a great recessed forum where speeches can be given. Sometimes games of chance will be played in the temple, recognizing Oghma as the god of luck as well. The priests here place great value on speaking ability, and try to encourage debates as a way of resolving problems. Eduard of Clan Driscoll is the senior priest here. Although he appears to be a scholarly, balding gentleman with a mild demeanor, he is actually well known for his withering sarcasm and rapier-like wit.

12.  Military                            The martial forces of Trayess are almost all located in the fortified military ward, though there are guard houses throughout the city. There are two basic divisions in these forces… The City Guard and the City Militia. The city guard is primarily an internal peace-keeping force, and has the reputation of being lazy, corrupt, and slovenly. The commander of the city guard is a grossly fat noble named Hubert of Clan Hennessey. (Special note: PCs may join the city guard. As members of the city guard, they are provided with some basic starting gear (possibly including weapons and armor) appropriate to first level characters, a uniform (if desired), and are permitted to reside in the barracks. They will also be assigned mundane tasks and duties to see to, and will be expected to at least occasionally perform those duties). The City Militia is a much more organized group, divided into a dozen units. The Commander of the Militia is an intimidating half-orc called Hobb No-Clan. Several of the units have become justly famous in their own right, such as the Lance Raiders (under Captain Lance Anulan, cavalry), the Breaking Point (under Captain Luc LaSangue, infantry), and the Left-Handed Ragers (under Captain Keeyan the Mad, berserkers).

13.  Ships                                 Trayess is typical of all Kilgaul when it comes to the area of ship-building, which is to say, there is none to speak of. In the Free Market area, near the docks are shipbuilding facilities. These are capable of building light vessels like skiffs or light sailboats. Trayess does not possess the technology to build better vessels. The Marlin Company possesses a fleet of such vessels. These ships are perfect for smugglers, however. Patrick of Clan Gillian is a typical smuggler in many ways, except that he was caught. Now he is known to perform tasks for the city council, who turns a blind eye to his illicit activities. His vessel is called the Morning Star.

14.  Fallen Leaf Monastery    Although this group reveres Maeve Cecth, it is not a temple or a place of worship, but a monastery devoted to peaceful meditation. The monks of this order follow a strict pacifist code, which prevents them from striking another being except in defense, and prohibits the taking of a life. The leader of these monks is a girl named Kyoko who seems too young, pretty and tiny to have her position, especially since some of the other monks are much older than her. This building, built in the simple yet elegant style of the Kyozans, is located in the Temple Ward.

15.  Mercenary Guild             This guild is primarily a source of hired soldiers. On a few occasions, it has provided an entire mercenary unit to support the City Militia. Many of the mercenaries have joined the guild because they lack the proper discipline to be soldiers, but they are still capable fighters. Perhaps a third of the membership of the guild has significant combat experience. The building itself is a ramshackle place in the barbarian quarter that looks like it was thrown together by a blind carpenter. The guild leaders are former adventurers from a group simply called the Scouts. Garrete the Grey, Caleb of Clan Regalis, Alister of Clan Loxley, and Vinnsent; all are fearsome and deadly opponents with extensive weapon training and combat experience.