Trenium

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Note: This information refers to the Third Imperium Age. As of the 2200s, Trenium is part of the Fourth Kurathene Empire. See: Fourth Imperium Age

General Information

Current Lord: Prefect Akinor Lyandric Tochi’larian

Capital: Kalion

Fief Alignment: Lawful Neutral (LG Tendencies)

Major Faiths: Senath(predominant), Ingoren, Toran, Mikon, Hurine

Government: Parliamentary Monarchy

Population: 11,500,000; 50% Kurathene Human, 15% Andarran Human, 5% M’Chekian Human, 22% Dracon, 8% Other (Prim. Elven/Orcish; Some Gnomes/Halfings)

Trade: Exports- Timber, Ships, Textiles, Copper, Horses Imports- Grain, Cattle, Cotton, Iron

Trading Partners/Alliances: Arvanos (Permanent Alliance, Third Imperium), Andarr (Major Trading Partner, Naval Treaty of Brescant), Servator (Permanent Alliance, Third Imperium)

Army: Imperial Army of Trenium (190,000), Imperial Navy (107 ships of the line, 157 frigates)

Other Military Notes: Similar in organization to the Imperial Army of Bracentia and is largely volunteer, including one company of elven volunteers; one quarter of the Imperial Army in the form of the 5th Magnus Legion is permanently stationed in Arvanos proper. Maintains and builds the ships for the Imperial Navy, as well as staffing the admiralty; effectively owning the Imperial Navy.

Capsule: The last of the Imperial prefectures, Trenium occupies a unique niche in Kurathene both for its cultural and political heritage as the centre of Senath worship and as the home of the greatest port city in the Empire. Highly dependent upon its maritime trade, Trenium maintains the largest naval force on Negaria and gains most of its wealth and power through its extensive merchant marine which is present in everywhere from Andarr to Mikona. Though often isolated for its strict interpretation of the Imperial Constitution, Trenium remains staunchly loyal to the memory of the Empire.

Brief Regional History

With a continuous history dating from the Kurathene Republic, the prefecture of Trenium has seen its share of tumult over the past two thousand years. Originally established as a foresting area and settled for the access to the Nomad River delta, Trenium has gradually changed from a neglected outskirt to one of the most vibrant and distinct of Kurathene’s regions.

During the Republican era the Trenaine Peninsula was split into the provinces of Amatis, Amelede, Brenant and Lauraen, being unified entirely into Trenium with the establishment of the Imperial Republic in 15 O.D. to remove the last vestiges of the notable families which had attempted to break free of the Republic, under the effective leadership of Lord Lyandric Tochi’larian, whose descendents rule Trenium to this day.

Trenium attained a unique status within Kurathene when in 295 O.D. Prefect Aliscius Tochi’larian became the first mortal worshipper of Senath, with many of his retainers converting with approval by the Emperor. Within twenty years, Trenium began to attract the majority of Senath worshippers in Kurathene, and with it began both its unique cultural heritage and political styling which was distinctly different from the rest of Kurathene.

In addition to its focus upon Senath, Trenium slowly also became the primary maritime center of Kurathene commerce starting with the expansion of the Nomad River in the 8th century and growing with the ever-growing needs of the Empire’s rapidly expanding population. By the official start date of the “Golden Age‿ in 975, Trenium had grown to be the fourth largest prefecture in terms of population (behind Bracentia, Kuras and Caliaze) and had the third highest tax revenues due to both the Kurathene Merchant Marine and the Nomad Navigation Channel.

Despite this, Trenium suffered its share of setbacks, most notably after the disastrous war in Dubunat, where much of Trenium’s army and its prefect were killed, leading to the Emperor’s rebuke. The growing popularity of Medec as a central gathering point for trade and the general lack of growth in Trenish lands meant Trenium suffered a long depression until the 16th century. The resurgence of the Imperial Navy during the tail-end of the Imperial Era made Trenium again a powerful force within Kurathene, but perhaps most importantly by that point Trenium had been made the only Prefectural which had a Proconsulship rather than the shared power arrangement of the other eight prefectures.

The collapse of the Empire though damaging Trenium internally did not outright destroy it due to the lack of competition for the Prefect and his authority, but since its emergence from the quagmire of the post-Imperial collapse, Trenium has almost always been at war with her neighbors, being often targeted due to the fact that its government often acted as a barrier to the ability for a lord to gain “legitimacy‿ in the eyes of his peers.

This has come in the form of various wars with many of its neighbors, most notably the bitter rivalry between the Trenish Imperial Family and the Crullathian Royalty. To date Trenium has fought a series of on and off naval wars with Crullath for nearly three consecutive centuries, pausing for occasional stretches of peace.

The most serious of these conflicts have been the Second Tri-Fief War of 1970 – 1984, Trenish War of Succession of 2007 – 2011, the Forty Years War of 2043 – 2086, the First of War of Chains of 2093 – 2100, the Second War of Chains of 2105 – 2115, the War of the Eagles of 2120 – 2123, and most recently the Third Tri-Fief War of 2140 – 2147.

Fourth Kurathene Empire

The Fourth Kurathene Empire, consisting of the four provinces of Aridor, Bracentia, Caliaze, and Trenium represents the closest to a continuation of the Kurathene Empire of old. It represents a return to the ideals of Joral Kuras, albeit in a smaller and reduced form. Untested in its unity, the Fourth Empire is presently focused on consolidating its influence over its provinces and fostering a united sense of Kurathene identity. This has meant a focus upon building up the internal economies of newly acquired provinces and paying down many of the debts created by the last two wars.

This comes at a difficult time for the Fourth Imperium who must also deal with the reality that much of their navy has been worn out from overuse. The Parliamentary chambers echo with debates over the nature of the Empire’s commitments. Most members believe the Imperial Navy should be modernized, but the pace is up for debate, with many of the newer nobles from Aridor and Caliaze holding a marked preference for spending in their own territory.

As a consequence the Empire has been non-committal with its allies abroad. While it has maintained its commitment to trade, some of its aid and war commitments have been placed on hold. For example, despite agreeing to field an anti-slavery cruiser squadron with M’Chek, the Empire has refused to reinforce it since the outbreak of the war. It has also remained skittish in committing to selling war resources to other nations, preferring to use intermediaries through Andarr for fear of starting international incidents. Currently remains deeply skeptical of intervention in southern affairs, and has generally tried to do little beyond maintaining its trade presence.

Geography

Trenium occupies much of the Trenaine Peninsula from which it takes its name, in addition to the northern reaches of the Braccien Champagne and the north-western corner of the Soreign Expanse. Generally the climate is mild and the soil is fertile, though there is a greater propensity for rolling hill lands in Trenium than elsewhere in Kurathene, so the sheer volume of farmable land is somewhat appreciably less than its immediate neighbors both north and east. Due to its many facets facing the sea, Trenium also has a certain degree of instability in its weather, and often Trenishmen have found that the weather of Trenium is varied and complex enough to provide enough fodder for entire conversations.

Amatis Highlands

The northern half of the Trenaine Peninsula is known as the Amatis Highlands, a section of semi-mountainous terrain made up of a series of rolling hill-lands separated by wide stretches of exposed cliff faces. It’s generally acknowledged to be one of the most picturesque locations in Kurathene, but it is also one of the more sparsely populated regions in the entirety of the Kurathene Empire, with only a scattered number of cities and mining settlements, while the remaining population tends to make their living as ranchers.

The mountainous terrain and exposed cliff faces allow for easy access to the copper, silver and lead deposits found among the hills, and it is around these points that the largest settlements have cropped up, both for easy access to the mining operations of the precious copper and as a means of finding easy shelter from some of the more inclement weather found in the northern part of the peninsula.

Amelede Bay

The Gateway to the Empire is Amelede Bay, an arm of the northern sea that is enclosed by the western coast of southern Cytheria and the Trenaine Peninsula. Containing the Nomad River Delta, Amelede Bay is the collecting point for the vast majority of maritime trade that flows to and from the Kurathene Empire.

The Bay itself occupies about forty thousand square miles of the northern sea and is known for its relatively mild climate (at least by Trenish standards), but rough seas, due to the extended continental shelf along its southern edge and the corresponding shallow waters of the region. Fishing, particularly of shell fish is common in the bay, as the shallow bottoms allow easy access to the plentiful bounties of the sea.

Beginning in late fall, Amelede Bay undergoes a four month storm season which lasts through the winter and ends in early spring, and this has created a cycle where much of the maritime traffic congregates around the safe harbors around Kalion and Sargone, and has lead to the tradition of autumn storm festivals throughout the region. In addition the unpredictable weather during the storm season is one of the factors that has made Trenish sailors some of the greatest seamen in the world.

Island of Sargone

Sargone is a large island in northern Amelede Bay, a rough diamond shape with an area of about 320 square miles. Despite its relatively small size, Sargone has a diverse landscape often described as “Trenium in miniature.‿ Notable is the dramatic western coastline, dominated by a single ridge that runs along the entire western coast of the island, and the many soft cliffs and sea ledges along the eastern coast lending to its great diversity. A single river, the Flare runs the length of the island, creating a central valley with the most fertile land in Trenium can be found.

Oddly the island itself was originally settled as an expanded form of penal colony in the mid-11th century, intended to be a commune where the guilty can be made productive members of society through reeducation and forced labor. Though the experiment was ultimately branded a failure, the island’s population itself thrived and today Sargone is one of the richest counties in all of Trenium, consistently ranking high in both population density and tax revenue.

The Island itself is temperate by Trenish standards, with a higher amount of rain fall than the inland regions of Trenium and generally milder winter weather than the northern peninsula. This lends to favorable conditions for farming, and Sargone is one of the few regions of Trenium that remains self-sufficient for agricultural needs, while also producing a decent surplus of cash crops to sustain its own growing economy.

Denevier Forest

Located in central Deneve just east of the city of Denevier is a forest bearing the same name. Originally planted during the Imperial Era by the Imperial Legion of Architects, Denevier Forest is a large stretch of land magically enhanced and tended for growing the rare Northern Kurathene Live Oak for use in the Imperial Navy’s warships.

Maintained by an order of draconic druids that date back to the early days of the Kurathene Empire, Denevier Forest is very carefully monitored and conditioned, with a fixed number of trees coming into maturity and use every year to feed the requirements of the Imperial Navy. This has meant that the Imperial Navy has continually had a reliable source of high grade woods, though it has also meant that its building efforts were often hampered by the pace of the forest’s maturation.

The size of the forest has grown over the last two centuries as both the size of individual ships in the navy and the total number of ships has grown proportionately larger, though it has never been allowed to grow untended, with everything from wildlife to plant growth being continually monitored to maintain uniformity among the trees that grow in one of the most unusual and longest lasting legacies of the reign of Joral Kuras.

Locations of Interest

City of Kalion

(Prefectural Capital; 617,315)

Often referred to as the “Andarr of the North”, Kalion occupies a strategic spot near the delta of the Nomad River, with a sheltered anchorage from the often unpredictable weather found near the strait of Trenaine and the southern reaches of Amelede Bay. Along with Kuras and Medec, Kalion is considered part of the Nomad Triad, the three largest commercial hubs along the Nomad River and is the largest port city in Northern Negaria.

As the gateway to the Empire’s interior through the Nomad River, Kalion enjoys a unique position as a centre of both oceanic and fresh water trade. Although much of the Empire’s interior trade tends to focus to either Medec or Kuras, both the exporting and importing aspects of the Empire’s foreign trade is often conducted through the Kurathene merchant marine which bases itself in Kalion. In addition, given its extensive contact with the Seven Cities, most notably Andarr, Kalion is one of the most culturally advanced of Kurathene cities, and combined with its high wealth hosts many of the finer playhouses and theatres in all of Kurathene.

From the massive docking quays made of stout, solidly built marble, to the open air expanses of its markets and the strict law enforcement forces the city is traditionally known, for Kalion is designed from the foundations to be the centre of Kurathene maritime trade. Essentially designed to be a giant artificial anchorage, Kalion consists of the shore-based civilian city and a man-made island which contain the military and governmental buildings. The two halves are then connected by a large series of quays roughly two miles in length, which have the capacity to maintain or outright build almost every imaginable type of ship that sail the seas.

Kalion Major on the main-land consists of the commercial districts and religious institutions, with many of the entertainment and markets widely associated with the tastes of visiting sailors and merchants. The shore also includes several large merchant dockyards, including the famous Bluebloom Shipyards and Kross & Stately Yards. Finally, the shore also contains the University of Clairvont, Trenium Campus and the Ingoren Institute of Navigation. The architecture is traditional Kurathene designs, though there is a noticeable Andarran influence to the mercantile areas, with the correspondingly more rounded and expressive architecture of the region.

Kalion Minor contains the capital district of Trenium and includes the Prefect’s Manor, Silver Citadel, the Imperial House Guards, and the Assembly Hall. In addition there is a significant military infrastructure with the Kalion Royal Dockyards, the Imperial Naval Archives, the Kirkun Academy of Trenium and the Imperial Armament Foundry.

Perhaps the most symbolic part of Kalion is the Silver Citadel, home of the Imperial Navy’s Admiralty and the prominent castle which graces the artificial Island of Kalion-Minor. Surrounded by the masts and pennants of literally dozens of ships at any one time, the sight of the glimmering citadel and the Imperial Navy’s Home Fleet often inspire both awe and envy to visiting captains from other nations.

Though well known for its port and the comforts of shore, Kalion is perhaps most famous for its annual storm festivals, held bi-yearly at the beginning of the fall storm season and the end of the early spring squalls. A celebration of Senath’s mantle of strategy, much of the city is engulfed in a week-long frenzy of competitive events; with all manners of areas represented from chess to beauty pageants to drinking contests among sailors.

Sargone

(City/Major Port; 150,000)

Originally a penal colony established on the large island bearing the same name, Sargone has grown in the past five centuries from a small garrison intended to oversee the inmates being reeducated to Toran’s plan to a port city second only to Kalion. Home of the Imperial Navy’s Amelede Fleet, Sargone is a prosperous city that faces out into the cold seas of Northern Negaria, with a large population of artisans who manufacture some of the best textiles in all of Trenium.

Many of Trenium’s richest merchant families settle in Sargone, due to the milder weather of the island itself and the attractive beauty of the surroundings, and this has made the city slightly more upscale and cosmopolitan than the other cities of Trenium. Many of the more controversial cultural fads from the Seven Cities find roots in Sargone before moving to the mainland.

The city is similar in overall layout to Kalion, with the main civilian docks on the shore and an artificial anchorage created through a series of marble quays leading to a citadel on a smaller manmade fortification. The artificial anchorage is somewhat more complete in Sargone, however as the rougher seas of northern Amelede make an enclosure through the quays more attractive, though the quays themselves are smaller and the governmental functions, including the governor’s mansion are actually located on the shore-side, rather than upon Sargone-Minor.

Denevier

(City, 63,219; Provinicial Capital)

The site of the largest naval construction yards in Kurathene, Denevier is the home to the Imperial Navy’s Denevier Squadron and the birthplace of over two thirds of all ships constructed in Trenium. Though the city itself is it not nearly as large overall as Kalion or Sargone (missing many of the government, military and sheltering functions that distinguish the two great cities), the region around Denevier is one of the most culturally, ethnically and racially diverse regions in Kurathene, due to its wealth, distance from the central government and specialized needs of the shipyard industry.

All sorts of inhabitants including elven and Romini carpenters, M’Chekian émigré artisans, Dwarven blacksmiths and gnomish engineers can be found here, as they flock to the great opportunities and traditional skills offered by Trenish shipbuilding. Even compared with Andarr, the skill and sheer volume of ship construction that is undertaken in Denevier is nearly without equal and everything from the great ships of the line of the Imperial Navy to the pleasure yachts often found in the noble fleets of M’Chek and the Seven Cities can trace their origins to Denevier.

The city is primarily split into two sections, with the northern half containing the bulk of the ship building facilities and supporting infrastructure, and the southern half containing most of the primary functions of city life, such as the shipping quays, shopping districts and religious establishments. Architecturally Denevier differs from the traditional stonework and marble of other Kurathene cities, with more emphasis on its role as the caretaker of the Empire’s most treasured forests and its greater demographic diversity by including a greater number of parks and grass trails even within the city proper.

Trenaine

(City, 37,319; Provinicial Capital)

The original capital of Trenium, Trenaine is now relegated to the status of a provincial capital, having been left behind in an earlier age prior to the explosive importance of maritime trade to Trenium’s prosperity. Often referred to as “the old city”, Trenaine is very similar in design and layout to Kuras, primarily constructed as a large centralized fortress around which various farming communities have been established and grown throughout the centuries.

Where Kalion and Sargone serve as hubs of Kurathene naval commerce, and Denevier the center of ship-building, Trenaine serves a more localized role, being the central gathering point for materials gathered in the Amatis Highlands. The highland caravans of copper, silver and lead ores are brought to Trenaine to be processed into ingots, while goods from the rest of Trenium are brought to Trenaine to be sold to Highlanders.

Karlaen Keep

(Fortified Village, 12,378)

Located in southern Trenium is Karlaen Keep, the center of military training in Trenium and home of the Salvian Duminas Institute of Strategic Research, a war college founded by one of the greatest priests of Senath ever to hail from Trenium. The finest of Trenium’s officer corps are trained at the Institute, and the latest advancements in everything from musketry, cannonade and alternative forms of warfare including economic and psychological are constantly being refined within the confines of Karlaen.

Karlaen itself has undergone significant changes over its years housing the Institute, as its theoreticians have redesigned the fortress to keep up with the latest developments in warfare and weaponry. As such modern Karlaen bears little resemblance to the massive stonework fortification built ten centuries prior. Where once great stone walls graced the outskirts of the town, earthwork covered fortifications arranged in a star pattern have taken their place, designed as a defense in depth against the latest generation of deadly siege weapons such as cannons.

Outside of the prominence of the military functions, the village is known primarily for its equestrian pursuits, with the classic “Prefect’s Cup” competition held annually within the village confines, with many of the competitors entering from the ranks of the Institute’s officer candidate corps. In addition the village itself is often lively given the presence of the 12th Legion’s headquarter brigade and the ensuing camp followers that trail any army making its permanent home within the village and its surroundings.

Port Masteus

(Port Village, 10,315)

Port Masteus is technically located outside of Trenium’s nominal territory, being located between the delta of the River Gald and the Bay of Masteus. It is the primary “trading outpost” used by Galdosians to interact with the greater outside world, and despite its relatively small size is one of the more prosperous settlements administered by the Imperial Government. Much of Galdos’ trade with further locations such as the Seven Cities and even M’Chek pass through Port Masteus making it one of the most vital trading hubs in northern Negaria.

Most of the village’s primary population is made up of traders and the support personnel of the Imperial Navy’s North Sea Fleet. As a consequence the village is laid out in a classical port side fashion, with much of the major economic activities centered on the port, while the more privileged members of the populace live in villas overlooking the village. Most of the buildings are constructed with stone, given the need for intense insulation and the outer walls are heavily fortified to protect the village from barbarian invasions.

Life and Culture

Despite the fall of the Kurathene Empire itself nearly two centuries prior, the lifestyle of the average Trenish citizen remains mostly unchanged from the height of the Imperial Era. Most of the institutions that had been a staple for Kurathene plebians remain intact within Trenium though some have adjusted to take into account the shifting patterns of noble heritage and population demographics.

Continuing the trend of urbanization that had started during the Imperial Era, around a quarter of the population lives in urban areas, mostly centered on the great cities of Kalion, Denevier, Sargone and Trenaine, in addition to the minor cities spread throughout the southern and western half of the prefecture. Though many of these have been around since the Golden Age of the Empire, their growth in recent years has lead to a uniquely Trenish urbanized population.

In comparison to other regions of Kurathene, Trenium maintains a higher urban population primarily due to the fact that much of its livelihood relies upon its trade. As such the number of citizens that fall into a “middle-class” category in the merchant and artisan categories of the plebian class are much greater within Trenish cities, giving them a sizable amount of political power in comparison to their counterparts elsewhere. Urban living in Trenish cities reflects this empowerment, with life being centered primarily on the Forum, a central business district that serves a dual purpose as both a market and a venue for public expression. Political efficacy amongst the urban population is relatively high and this makes the Forum a particularly lively location as orators will generally use it as a means to sway public opinion on everything from local fencing competitions to national policy.

The urban populations of Trenium tend to be diverse, both in racial make up and occupation, ranging from draconic bureaucrats to dwarven smiths and elven wine merchants, and even amongst humans the range of population is wide from native Trenishmen to M’Chekian émigrés, wandering Romini merchants and Amatis highlanders congregating in the lively cities of Trenium. Religiously the majority city dwellers are generally a combination of Hurinite, Ingoren and Senathite, as most of the major professions in demand in urban areas tend to be mercantile or naval in nature.

The remaining three quarters of the Trenish population live in the countryside, either in rural farming communities spread primarily throughout eastern and southern Trenium or small mining and ranching hamlets spread along the Amatis Highlands. Racially, these communities are made up almost entirely of indigenous human and dracon, and are significantly more uniform than the urban populations. Compared to urban populations, Trenish rural populations are generally more conservative, made up generally of well off tenant farmers and old manorial nobility. Religiously the majority of these individuals are either traditional Toranites or Senathites, and generally they regard the trends forming in Trenish cities since the late Imperial Era with disdain.

Regardless of whether one lives in an urban or rural setting, competition remains a hallmark of Trenish culture and life. Competitive festivals happen monthly in every city, village, town and hamlet while the Trenish Dueling League is perhaps one of the most popular and certainly the best known of the creations by the Church of Senath, popular with noble and commoner alike. No person, plebian or patrician lacks an interest in at least one of the myriads of competitive leagues and annual events that take place and producing winners in such competitions are the source of considerable local pride.

Though many attribute the fiercely competitive and interested nature of Trenishmen as a part of their religious faith in Senath, much of it is in fact simply culturally ingrained, as the commoner classes tend more to worship Hurine or Ingoren. That said, there is intense rivalry between nobles (the vast majority of which are Senathite) over who will sponsor the next Andarran artist or how to outwit ones opponent to own the most successful fencing school.

In general the major churches of Trenium are relatively transparent in daily life, as they are generally located near the Forums of each city and thus almost indistinguishable from the other parts of the city they reside in. Many double as basic schools for the local population, providing vocational training and elementary schooling, as both Senathites and Hurinites believe that the best interests of their churches are served when the population is well-educated.

Economy

As a state Trenium is relatively resource poor. It has neither the easy access to iron like Valorian or the fertile plains of Arvanos, and as a consequence relies primarily upon trade as its prime means of acquiring wealth. While merchants are generally held in lower regard throughout Kurathene, in Trenium practically every member of society from artisans up to nobles are involved with mercantile pursuits such as manufacturing and trade. In fact given the relatively poor yields of Trenish lands, the nobility has been one of the greatest supporters of increasing the income from non-agricultural sources.

Trenium is therefore a giant importer of raw materials, importing over nine-tenths of its metals from abroad, and purchasing nearly two thirds of the cash crops grown in Kurathene, including the vast majority of cotton and flax produced in Arvanos. In addition, the focus upon growth and trade has meant that Trenium has a larger population than its own farm lands can sustain making it one of the few regions in Kurathene that is a net-importer of foodstuffs rather than an exporter.

Most Trenish cities, such as Kalion and Sargone are built as centers of manufacturing. About half of the goods produced in these cities are sold to trading partners within the Empire itself, primarily metal products such as weapons and textiles sold to fiefs such as Arvanos who are more agrarian, while the rest are often funneled through the Seven Cities in exchange for materials and goods from other regions of the world. There is a particularly strong relationship with Andarr, and Andarran currency is often used interchangeably with Imperial currency in the largest cities of Trenium. The quality of Trenish goods make them popular throughout Negaria and Trenish textiles can be found in the wardrobes of the most demanding merchants and nobles of foreign cities.

Though this new manufacturing sector has grown greatly since the late Imperial Era, Trenium’s greatest claim to fame still lies with its great oak forests and the ship-building industry associated with the great live oaks. Combining the great oaks of Deneve with the copper found in Lauraen, Trenium produces some of the finest ships on Negaria, only rivaled by the greatest Andarran yards. So popular are Trenish built ships in foreign service, that most of the ships built in Trenium are built using imported timber, with the select cuts of Kurathene live oak are reserved for the Imperial Navy’s warships and in rare cases the ships used by the Kurathene Merchant Marine.

The great concentration of resources in its maritime sector has also given Trenium a unique central role in northern trade, a combination of its geographic location, expertise and well maintained ports making it the ideal collection point for practically every piece of foreign trade that occurs within the Kurathene Empire. Just as Andarr serves as the starting and ending point of trade within the Seven Cities, Kalion serves a similar role involving trade and merchants in Kurathene proper.

Despite all of the emphasis on trade and creating manufactured goods, the great majority of Trenish citizens are still primarily ranchers and tenant farmers. The staple crop grown within Trenium proper is a mixture of rice in the eastern lands and grains to the south, most of which are used to raise large numbers of cattle. In addition one of the largest agrarian exports from Trenium are its horses, bred to perfection after two millennia of constant competition between various nobles and gentry, and the famed Amatis blacks are renown throughout Negaria as the finest war mounts known to civilization.

This combination factors make Trenium one of the strongest economies amongst the Kurathene fiefs, but this superiority is somewhat fragile. Though Trenium’s wealth is such that it effectively is capable of bankrolling both its own and Arvanosian war efforts; the fact that the majority of its livelihood depends on oceanic trade means that it is tremendously vulnerable to any disruptions of this trade, as was demonstrated by Crullath during the Third Tri-Fief War.