Dolorn
The tallest stone wall in the nation of Einborg looms across the arid landscape by the sea. The roads leading toward its gates foreshadow misery and oppression to visiting eye who notice such things; bald workers with tattooed faces labor in the blistering heat to tend the fields and orchards outside the walls. Their homes are largely mere shacks and, in some cases, cloth awnings which litter the exterior roadways. The pleasant smell of the sea becomes overwhelmed in these slums by the stenches of poverty, and prime the visitor for the distinct explosion awaiting the senses inside the walls.
The city itself is full of brightly colored fabrics and exotic scents. The same marked faces can be seen everywhere, and races rarely seen by the outside world make their homes here. The shuffling of chained feet and calls of the live markets can be heard nearly everywhere, a daunting reminder of where the traveler finds themselves.
In Dolorn, the Scorched City, world capital of the slave trade.
In Dolorn, the Scorched City, world capital of the slave trade.
Demographics
Human - 10,000
Tiefling - 6,000
Half-Orc - 5,500
Genasi - 4,000
Loxodon - 4,000
Tabaxi - 2,000
Kenku - 1,500
Other - 10,000
Tiefling - 6,000
Half-Orc - 5,500
Genasi - 4,000
Loxodon - 4,000
Tabaxi - 2,000
Kenku - 1,500
Other - 10,000
Government
Dolorn is run by prominent merchants and family representatives from 7 major houses, all of whom are intertwined with the slave trade. It comes as no surprise that they base everything around the city's main commodity.
There are many laws regarding what slaves are allowed to do and how trade is to be controlled. One of the most commonly experienced laws is the marking of slaves. All slaves brought into the City by trading companies are shaved bald before being marked with prominent tattoos on the face, neck, and scalp. The significance of of these markings is a form of market code which conveys on-sight information about each individual. Visual styles vary by company for recognition, but the locations and basic iconography are universal through all companies. These markings are designed to be modified with additions as time passes to reflect more current information.
Slaves in Dolorn are not allowed to carry weapons or damage-dealing magic items whatsoever, in public or private. If carrying a non-weaponized magic item, they must be able to produce a sealed letter written by their owner granting permissions and limitations for possessing the item. Guards who suspect forgery may confiscate the magic item and hold it until it can be retrieved by its owner in person. Slaves caught with weapons or dangerous magic items can be killed on the spot by any free person, with the owner possibly being compensated for the loss of property pending a legal hearing.
Slaves are required to have their heads shaved when they are taken to market so that all tattoos are easily visible for interested parties. While most owners keep them bald, it is not against the law to permit slaves to grow out their hair or wear headgear to protect them from the harsh sun (though hair and head covers combined are illegal in public spaces). Therefore a slave with hair is usually a well established and trusted servant whom the owner treats with a modicum of freedom and likely has no intention to sell. Such servants are highly prized and, if sold, are almost always sold for exorbitant prices in private sales that never see the markets. To aid such transactions any free person may handle a slave's face and head to determine the extent of their markings which might be covered by hair or headgear. The slave's owner has no legal right to oppose this treatment, which is almost always followed by an offer to purchase them on the spot. Though not protected by law, it is not unheard of for a more physical evaluation to take place at the same time which may involve groping and/or testing of muscles. These things, however, the owner has every right to deny and violators fined for molestation of property.
Children born by a free person and a slave must be certified within 24 hours of birth as offspring of a free person or they will be considered born a slave. Authorized city scribes must be called upon to officiate the certification and keep records for census purposes.
There are many laws regarding what slaves are allowed to do and how trade is to be controlled. One of the most commonly experienced laws is the marking of slaves. All slaves brought into the City by trading companies are shaved bald before being marked with prominent tattoos on the face, neck, and scalp. The significance of of these markings is a form of market code which conveys on-sight information about each individual. Visual styles vary by company for recognition, but the locations and basic iconography are universal through all companies. These markings are designed to be modified with additions as time passes to reflect more current information.
Slaves in Dolorn are not allowed to carry weapons or damage-dealing magic items whatsoever, in public or private. If carrying a non-weaponized magic item, they must be able to produce a sealed letter written by their owner granting permissions and limitations for possessing the item. Guards who suspect forgery may confiscate the magic item and hold it until it can be retrieved by its owner in person. Slaves caught with weapons or dangerous magic items can be killed on the spot by any free person, with the owner possibly being compensated for the loss of property pending a legal hearing.
Slaves are required to have their heads shaved when they are taken to market so that all tattoos are easily visible for interested parties. While most owners keep them bald, it is not against the law to permit slaves to grow out their hair or wear headgear to protect them from the harsh sun (though hair and head covers combined are illegal in public spaces). Therefore a slave with hair is usually a well established and trusted servant whom the owner treats with a modicum of freedom and likely has no intention to sell. Such servants are highly prized and, if sold, are almost always sold for exorbitant prices in private sales that never see the markets. To aid such transactions any free person may handle a slave's face and head to determine the extent of their markings which might be covered by hair or headgear. The slave's owner has no legal right to oppose this treatment, which is almost always followed by an offer to purchase them on the spot. Though not protected by law, it is not unheard of for a more physical evaluation to take place at the same time which may involve groping and/or testing of muscles. These things, however, the owner has every right to deny and violators fined for molestation of property.
Children born by a free person and a slave must be certified within 24 hours of birth as offspring of a free person or they will be considered born a slave. Authorized city scribes must be called upon to officiate the certification and keep records for census purposes.
Defences
The walls of Dolorn stand 40' tall and full ballistae and catapults, designed to hit fast-moving nomads on horseback.
The city also has several small keeps within the walls, located near the largest slave markets, to house guards and serve as defensive positions should the slave population rise in revolt. The seven legal houses also have their own walled keeps, and each slaving company keeps secure compounds within the city where slaves are processed, stored, and prepared for the markets.
The city also has several small keeps within the walls, located near the largest slave markets, to house guards and serve as defensive positions should the slave population rise in revolt. The seven legal houses also have their own walled keeps, and each slaving company keeps secure compounds within the city where slaves are processed, stored, and prepared for the markets.
Industry & Trade
The slave trade is the destiny of Dolorn. If it dies then all life as known within the walls will cease to be. The other sources of income would not be enough to sustain it and the city would economically implode.
The production and trade of exotic fruits (citrus, pomegranate, and mango) exists in small quantities, as well as spices. Dolorn does not produce major quantities of any fruit or spice, excepting salt, but acts as the trade hub through which the rest of Einborg exports these commodities.
Besides the taxation on slave purchases, the civic projects of the city are funded primarily by the income from the Bloodsands. Much of this money comes into the city from outside Einborg, and so is considered especially valuable to the economy.
Fishing and whaling are lesser parts of the local economy, but are still practiced on a scale large enough to be considered a city industry.
Besides the taxation on slave purchases, the civic projects of the city are funded primarily by the income from the Bloodsands. Much of this money comes into the city from outside Einborg, and so is considered especially valuable to the economy.
Fishing and whaling are lesser parts of the local economy, but are still practiced on a scale large enough to be considered a city industry.
Infrastructure
Numerous wells run deep below the city to provide fresh water, as well as multiple salt works who collect sea water and extract salt for sale with potable water as a byproduct.
The city's proudest structure is the Rise, the massive gladiatorial coliseum where the biennial Bloodsands tournaments are held. Capable of seating over 50,000 spectators, it is designed to accommodate hordes of guests to supplement the city's income. Beneath the Rise is the arena's armory, able to outfit over 9,000 gladiators at once with basic weapons. It is under heavy guard all year round.
The city has no sewer systems, but slaves regularly take soiled water and waste to collection points throughout the city to be dumped into the sea outside the walls.
The southern edge of Dolorn consists of one long wharf to handle merchant vessels. The wharfs, though guarded, do see crime during night hours and are not designed with many defensive capabilities.
Salt works near the wharfs collect sea water, extract the salt, and sell it along with the purified water. Dolorn is the second largest salt producing city in Einborg, and much of it produced here is sent out to be traded with the wider world.
The city's proudest structure is the Rise, the massive gladiatorial coliseum where the biennial Bloodsands tournaments are held. Capable of seating over 50,000 spectators, it is designed to accommodate hordes of guests to supplement the city's income. Beneath the Rise is the arena's armory, able to outfit over 9,000 gladiators at once with basic weapons. It is under heavy guard all year round.
The city has no sewer systems, but slaves regularly take soiled water and waste to collection points throughout the city to be dumped into the sea outside the walls.
The southern edge of Dolorn consists of one long wharf to handle merchant vessels. The wharfs, though guarded, do see crime during night hours and are not designed with many defensive capabilities.
Salt works near the wharfs collect sea water, extract the salt, and sell it along with the purified water. Dolorn is the second largest salt producing city in Einborg, and much of it produced here is sent out to be traded with the wider world.
Assets
The value of unpurchased slave inventory alone is enough to start a respectably sized kingdom. The Rise's armory adds a large portion to these sums as well and doubles as a cache for defense of the city in the event of revolt.
Massive warehouses of salt and exotic spices can be found throughout the interior, all of which are heavily guarded by mercenaries hired by the owning trade company.
Dolorn had virtually no navy, as their ships were all stolen by official officers turned pirates some time ago. The forest east of the city barely produces enough to repair the merchant vessels, and so is not burdened with extra production. Since there has been no naval threat in centuries, the thought of having a standing navy seems wasteful to the legal houses and is never given any thought.
Massive warehouses of salt and exotic spices can be found throughout the interior, all of which are heavily guarded by mercenaries hired by the owning trade company.
Dolorn had virtually no navy, as their ships were all stolen by official officers turned pirates some time ago. The forest east of the city barely produces enough to repair the merchant vessels, and so is not burdened with extra production. Since there has been no naval threat in centuries, the thought of having a standing navy seems wasteful to the legal houses and is never given any thought.
Guilds and Factions
The city is led by an oligarchy of merchant groups and legal houses. Representatives from each faction gather regularly to discuss civic, legal, and economic matters; these speakers are considered to be on call at all times for emergency sessions and rarely leave the city for any reason. The following groups have speakers in the city Cabinet, who all take turns representing Dolorn at the national Cabinet meetings.
The Gold Wheel Trading Company
Mitarro and Sons Trading Company
Ebony Feather Trading Company
Risen Flame Trading Company
Red Sun Trading Company
House Tamar - Tiefling
House Ferthing - Human
House Bashaask - Loxodon
House Nyis -Tabaxi
House Forshesk - Half-Orc
House Ydra - Genasi
House Morendal - Human
The Gold Wheel Trading Company
Mitarro and Sons Trading Company
Ebony Feather Trading Company
Risen Flame Trading Company
Red Sun Trading Company
House Tamar - Tiefling
House Ferthing - Human
House Bashaask - Loxodon
House Nyis -Tabaxi
House Forshesk - Half-Orc
House Ydra - Genasi
House Morendal - Human
History
See the history of Einborg.
Architecture
Most of the city interior is made of adobe-like earthen materials. The defences and keeps within the city are made of the same sunbleached stone as the exterior walls, but otherwise stone is rarely used.
Structures made entirely of wood are uncommon and usually exist only in run down slave neighborhoods on legal house compounds and general slums on both sides of the wall.
Awnings cover many of the streets, doors, and windows and these are produced to be vibrant colors which are also seen in fashion.
Structures made entirely of wood are uncommon and usually exist only in run down slave neighborhoods on legal house compounds and general slums on both sides of the wall.
Awnings cover many of the streets, doors, and windows and these are produced to be vibrant colors which are also seen in fashion.
Geography
The city's southern edge is on the nation's coast, but the rest of the land around it is dry Arif land of little value. Few things are capable of growing in the fields beyond the walls, and the nearest green plant life is half a day to the east where hot-weather grasses begin to grow again.
Natural Resources
Salt, fish, and whaling products (ivory, fat, and oils primarily) are the primary natural resources of the city given its coastal location. Virtually no timber exists in the immediate area and must be traded in or gathered in limited quantities from the Bronted Forest to the east.
Alternative Name(s)
The Scorched City
Type
Metropolis
Population
43,000
Inhabitant Demonym
Dolori
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