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Trusk |
City of Trusk (Tier Ne Somenheim)
Settlement Stat Block
· Name: Trusk
· Alignment: NG (with strong CN influences due to foreign influx)
· Type: Large City Population: ~50,000 (post-Sundering baseline)
· Government: Autocracy Barony; Baron Dackary Lawson
Settlement Modifiers
· Corruption +2 Crime +1 Economy +6 Law +1 Lore +4 Society +3
Qualities: Safe Harbor, Cosmopolitan, Holy Site (Temple of Agamotto), Prosperous, Notorious, Strategic Location Danger: +10
Marketplace:
· Base Value: 16,000 gp Purchase Limit: 100,000 gp
· Spellcasting: Up to 9th level
· Major Items: Medium/high magic availability; occasional relics from stranded outsiders
Demographics:
Humans (40%), Elves (15%), Dwarves (10%), Halflings (8%), Gnomes (5%), Catfolk (5%), Half-orcs (5%), Other/Exotic (12%)
Notable NPCs (Citywide):
Baron Dackary Lawson |
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High Hierophant Calmeris Veyra |
High Hierophant Calmeris Veyra Elf Female Keeper of the Temple of Agamotto
Master Rhaldrin Flamecaller Male Volcano Dwarf Ring of Fire Cabal master
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Master Rhaldrin Flamecaller |
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Captain Esvera Tann |
Captain Esvera Tann female half-orc Commander of the Harbor Guard.
Trusk Sigil |
Harbor Guard Heraldry |
Citywide Gazetteer
Overview
Trusk is the largest port of Tier Ne Somenheim, a cosmopolitan safe harbor where the Isles’ slow ocean drift delivers both prosperity and peril. With a population of ~50,000, it is a city of tolerance and intrigue, home to the iconic Temple of Agamotto, the Ring of Fire Cabal, and merchant dynasties whose wealth can rival dukes.
The city thrives on trade and survival: desalination works in the Volcano Caves ensure water; fisheries and farms feed the masses; noble intrigue and infernal whispers ensure no night passes without a bargain or betrayal.
Districts of Trusk
1. The Harbor District (The Docks)“Where every deal smells of salt and smoke.”
Overview: Crescent sea walls, bustling piers, flying dock platform, and fishmarkets. Flying ships are rare but not unheard of. Smells of salt, tar, fried fish, and incense.
Role: Lifeblood of commerce, customs inspections, smugglers’ haven.
Street-Level Map Scaffold:
· Anchors: Crescent Sea Wall, Great River Gate, Flying Dock Platform, Fishmarket Plaza, Customs Hall.
· Taverns/inns: Salted Net, Red Lantern Quay, Stag & Compass, Broken Anchor, Oarsman’s Rest.
· Warehouses/guilds: Engath Counting House, Graysoul’s Warehouse, Sailwrights’ Guildhall, Tidewardens’ Armory.
· Shrines/features: Shrine of the Wandering Star, alley vendors, smoky markets.
· NPCs: Captain Esvera Tann, Svala (tiefling info-broker), Jorik “Tarhands” Vell, Kethri the Thin (spy), Old Hook-Eye Marrin.
2. The Merchant Quarter “Where silver buys power, and secrets weigh more than gold.”
Overview: Walled compounds, guarded counting houses, villas of Engath and Graysoul.
Role: Controls economy, desalination contracts, food redistribution, silent partner in noble schemes.
Street-Level Map Scaffold:
· Anchors: Ledger Hall, Fountain of Coin, Desalination Depot.
· Estates/taverns: Engath Compound, Graysoul Estate, Gilded Scale, Ink & Quill Inn.
· Shrines/features: Shrine of the Golden Weigher, Raven Post.
· NPCs: Matriarch Elura Engath, Rayeld Graysoul, Scribe Master Jorven Pell, Calia Vey (“Black Quill”).
3. The Old City (Agamotto Quarter)
Overview: The Temple of Agamotto dominates; scholars, cultists, and pilgrims flood plazas. Smells of parchment, incense, and sulfur.
Role: Religious and educational heart, houses Great Library, cisterns linked to desalination works, hub for funeral rites.
Street-Level Map Scaffold:
· Anchors: Temple of Agamotto, Scholar’s Plaza, Great Library, Cistern Gates.
· Shrines/inns/shops: Shrine of Seven Lanterns, Brazen Flagon, Alchemist’s Coil, Pilgrim’s Rest.
· Features: Fountain of Runes, dozens of alley shrines.
· NPCs: High Hierophant Calmeris Veyra, Archivist Maleth Quillborn, Daranth the Hollow, Sister Vellana.
4. The Commons (Fishmarket & Warrens)“Where the salt air tastes of sweat, and hope is sold for copper.”
Overview: Crowded tenements, warrens, fishmarkets. Smells
of smoke, fried fish, sweat. Sounds of gulls, drums, and shouting.The Commons
Role: Food supply via fisheries, water queues, cheap labor, burial rites at sea.
Street-Level Map Scaffold:
· Anchors: Fishmarket, Cistern Yard, Net-Weavers’ Court, Clifftop Shrines.
· Taverns/markets: Gutbucket, Gull’s Cry, Lanternhouse, Frypan Market.
· Shrines/features: Shrine of Poseidon, Lantern Posts, smuggler tunnels.
· NPCs: Jorik “Tarhands” Vell, Marra the Widow, Kethri the Thin, Brenn Falor.
5. The Noble Bluff (Lawson Estates & Courts)
Overview: Elevated estates and gardens, Baron Lawson’s seat, noble tombs. Perfume and sandalwood mask the salt air.
Role: Government, law, noble funerals, silent control of farms.
Street-Level Map Scaffold:
· Anchors: Lawson Estates, Court Chambers, Beacon Tower, Mausoleum Ridge.
· Estates/taverns: House Verrick Manor, House Korrath Villa, House Marquel, Velvet Chalice, Magistrate’s Rest.
· Shrines/features: Cathedral of Saint Cyprian, Bluff Gardens.
· NPCs: Baron Dackary Lawson, Lady Karis Verrick, Sir Jonneth Korrath, Magistrate Alora Fen, Lady Sylvena Marquel (Lawson), half-elf female, 27 — sister of Eversin Lawson
6. The Outlying Farms
Overview: Tenant farms, grain fields, windmills, goat herds. Smells of hay, smoke, and manure.
Role: Food supply, noble leases, burial cairns, smuggling via barns.
Street-Level Map Scaffold:
· Anchors: North Granary, Windmill Row, River Ditches, Cairnfields.
· Farmsteads/inns: Engath Leasehold, Hollow Plow Inn, Barley Basket Market, Goat’s Horn Tavern. Marquel Farms.
· Shrines/features: Dome of Furrowed Earth, Ash Tree meeting place, hidden cistern wells.
· NPCs: Overseer Brandel Korrin, Ilra Fernbrook, “Dust-Eye” Marrik, Ashaen the Binder.
7. The Undercliff & Coastal Caves (Volcano Caves) “Where fire meets salt, and secrets hide in the stone.”
Overview: Jagged volcanic cliffs with steam vents,
desalination chambers, and smugglers’ hideouts.The Undercliff and Coastal Caves
Role: Water desalination, smugglers’ haven.
Street-Level Map Scaffold:
· Anchors: Desalination Works, Smugglers’ Pier, Furnace Vent, Ashen Shrine.
· Taverns/dens: Steamrunner’s Rest, Cracked Cask, Black Channel Hideout.
· Shrines/features: Shrine of Furnace Spirits and Angry Jin, runic seals.
· NPCs: Overseer Draeven Holt, Veyra Ashcloak, Roth “Salt-Eye” Karn, Brother Ellian.
8. The Road Districts & River Approach “Every road ends in Trusk, but not all who arrive are welcome.”
Overview: Northern gates, caravan yards, tollhouses, and
upper river docks.The Road District
Role: Gateway for caravans, pilgrims, assassins; food and livestock enter here.
Street-Level Map Scaffold:
· Anchors: North Gate, Caravan Yards, Tollhouses, River Docks.
· Inns/taverns: Wayfarer’s Cup, Road’s End Tavern, Pilgrim’s Cloak Inn, Gate Market.
· Shrines/features: Shrine of the Wayfarer, Stone Cairns, Toll Fires.
· NPCs: Captain Tharvos Den, “Mother” Veyla, Aramis the Pale, Brother Samrel.
A realistic estimate for the walking time from the farms through city to the sea would be between 20 minutes to 4 hours, depending on which farm the traveler is starting from and where in the city he is going to
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