*Trarr has additional details in K&C1000.
Trarr is a Drokkher city of 5500 people of Fhokki and Dejy ancestry. It was built on the intersection of the Jendasha and Jorakk rivers, around the same time that Narr-Rytarr was founded (37 years ago). Before the Wars of Discord, the Fhokki settlers pushed out "The Sage Tribe", who now live on Lake Jorakk and mostly never returned.
Trarr is directly downriver from Thybaj's market city Dakyno, as well as the forest town Vhott. It is run by the Duke Aggdar and his son Urred. Aggdar answers to a council of trade magnates. Each magnate owns an estate. Each magnate sets tariffs for foreign merchants. The council cooperates and adjusts their tariff rates seasonally, to give different preferential deals to specific council members. The four of them also run a manorial court system for local legal disputes.
Gnolls, grevans, and undead are the most significant monster threats.
The Jendasha river reaches the north-south Jorakk river from the west, intersecting it like this: ┤.
Trarr is sectioned into northwest, southwest, northeast, and southeast neighborhoods. Each district has one council manor in it, or close by. Fullers and tanners are downriver, in the north. Brewers and bakers are in the south.
The rivers have a few stilt houses half-resting in the water, and a few houseboats. There are separate docks for fishers, traders, and the shipyard.
The sawmill hews logs floated from Vhott, and has a water-powered gangsaw. The workers at the shipyard build and butcher barges, cogs, carracks, and pinnaces.
Aggdar and Wulna's water castles are west, and are across the Jendasha river from each other. Yengjor and Crosh's mansions are in the eastern neighborhoods, walled in the middle of town.
The person in town with the highest intelligence is neither the jerk wizard nor the dockworker. They are not a scribe, a magnate, or the chirugeon. Trarr's most erudite citizen is the tavern keeper Haargo, who is a student of history and is very calculating with his staff and patrons. His bar is called "The Mithril Crow".
Another local hosteler is Ethma, who runs a large brick inn frequented by Skarnnans and decorated with hundreds of antlers. Ethma is quicktempered, universally disrespectful, immoderate, lawful evil, and divorced.
One reputable physician is Ikada, a barber-surgeon from Shyta-Thybaj who used to do caravan work. He finds it difficult to fake kindness or niceties after being menaced and tortured by bandits and humanoids several times. Because of this, people in need of medical procedures sometimes avoid him. He is happily married to his wife Ralm and is attentive to their baby daughter Therrifal.
There is an imposing Fhokki woman named Narv who polishes gigantic rocks, creates little thin flakes out of small rocks, and makes murals with soot. She lives comfortably because she is a brilliant gem cutter.
Besides the food at the inn and the tavern, rations and wineskins can be purchased from Juker. He is a cruel halfling who farms rabbits.
Daj is a youthful Raitho-Dejy woman with her own forge. She mainly sells handaxes, spears, and big daggers (really short swords) for self-defense or work purposes. Personally, she likes making polearms the most, although these are sacriligeous to berserkers, so they don't sell well. She gets lonely overly easily and invites people to hang out and chat while she works if she trusts them even a little.
Leather armors and gambesons can be bought from Jorgi. He talks a lot and does not do much listening.
There are several cottages selling saddles, reins, saddlebags, halters, and harnesses. One is the dwelling of Shannik, a Raitho-Dejy. She is a bad liar (if that ever comes up).
Jothgor is a hardworking locksmith. He isn't home much, and is often a guest at one manor or another. He is so overworked that he has decided to sell saws and crowbars so people can circumvent their locks themselves. He usually carries a lock and picks that he fidgets with.
The Fhokki woman Mythko has a rickety wooden stall near a part of the river that doesn't smell too bad. She sells clay lamps and lamp oil. She generally talks in continuous streams.
Ravelkin is an older Fhokki man who sells musical instruments from the first floor of his stone house and repairs them in a sunny room on the second floor. He despises exerting effort and will take a month to do a one-day repair if not actively hounded.
Ink, paper, and scrollcases are sold in a stone building that was made out of a collapsed bridge. The shop is run by a Raitho-Dejy woman named Nesha. She is quick to get into shouting matches.
There is a moneychanger inside the walls of the Ducal Keep. A small counter window in the outer courtyard opens to the office and vaults of Rinner, a young Raitho-Dejy man. He is overly sensitive and may cancel transactions due to impoliteness and perceived slights.
Random ordinary people from the general public (pubgoers, farmers, etc). | |||||
Roll a d12 for each column. | |||||
Roll | Alignment | Occupation | Religion | Family-size (surviving) | Vices/preferred-bribe |
1 | Lawful Good | Fisher | Agnostic | Unmarried | Tobacco |
2 | Chaotic Good | Fisher | Casual Worshipper | Unmarried | Tobacco |
3 | Lawful Neutral | Longshoreman | Casual Worshipper | 1 kid | Tobacco |
4 | Lawful Neutral | Longshoreman | Casual Worshipper | 1 kid | Tobacco |
5 | Neutral | Drayer | Casual Worshipper | 2 kids | Cannabis |
6 | Neutral | Poultry Peddler | Casual Worshipper | 2 kids | Cannabis |
7 | Neutral | Bean & Turnip Farmer | Casual Worshipper | 3 kids | Cannabis |
8 | Chaotic Neutral | Lumberjack | Casual Worshipper | 3 kids | Liquor |
9 | Chaotic Neutral | Tanner | Close Follower | 3 kids | Liquor |
10 | Lawful Evil | Cook | Close Follower | 4 kids | Liqour |
11 | Neutral Evil | Miller | Anointed Follower | 5 kids | Mushrooms |
12 | Chaotic Evil | Vagrant | Anointed Follower | 6 kids | Coffee |
Last week, a mule cantered into town from the east. He avoided the touch of people and wouldn't accept food, but knew the purpose of a variety of tools. The locals nicknamed him "Boggy". A muleskinner from the Amber clan caught him, put tack and harness on him and was going to sell him as an "advanced mining kit", equipped with saddlebags and mining tools. Boggy was also decorated with perfumes and fine trinkets to sweeten the deal.
The day they took Boggy to market, he bolted off into the forest when everyone was looking at a grackle. The Amber clan hunted him, pursuing his tracks with hounds and arrows, but they have yet to find him or any of his loot. They've resorted to digging long lines of pits near watering holes. The mage Renelu suspects that Boggy could be dead, and if so, he wants to autopsy him.
Goldblush was a trading post built in the hills east of Vhott thirty years ago (about fifty miles southeast of Trarr). It was like a small town, with a palisade and watchtowers. The remote market suffered frequent attacks from orcs, who were convinced they could summon Grarg at this spot. The armies who could guard Goldblush had already been worn down by the Wars of Discord, and the merchants trading in Goldblush decided to no longer keep stocks of luxury commodities near orc territory. The bazaar was abandoned, and Fort Blaze was then built a short march east of it. A ghast eventually moved into Goldblush, and the ghost town has become his domain.