Head of the Trenor Tralley Trade ( TTT or Three Tee shorts) A savy but honest, let’s get down to business trademan. He captains his own merchant ship that he owns. His client base are generally small craftmen, that sells their products to him, some of his clients can’t afford the Messos Trading Fleet, or they generally prefer him as Trenor always tries to offer them better deals. His company could have been greater and bigger if he had choose to operate under the protection (blessing) of Messos Church, he constantly refused.

Trenor Tralley
AC: 12 (fine clothes) HP: 40 (9d8) Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 10 (+0) | 16 (+3) | 12 (+1) | 18 (+4) |
| Saving Throws | |||||
| +2 | +3 | +2 | +5 | +3 | +6 |
- Skills: Deception +6, Insight +3, Persuasion +6, History +5
- Senses: passive Perception 11
- Languages: Common, Elvish, Dwarvish
- Challenge: 1 (200 XP)
- Order Crew: Trenor orders his crew to perform a task. This can be used to command the crew to fire the ship’s ballistas, repair the ship, repel boarders, or assist with navigation.
- Rapier + 1 to hit, 1d8 + 2
Abilities:
- Keen Business Sense: Trenor has advantage on Intelligence (History) checks related to trade routes and goods prices, and on Charisma (Persuasion) checks to negotiate deals.
- Commanding Presence: Trenor can use a bonus action to give an ally that can see or hear him advantage on their next skill check or saving throw before the start of Trenor’s next turn.
