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Stormy Seas


See Also:

Inns of the Realm

Arena

Noob U.

Dohral City

Dohral College

The City of Dohral was founded by Bennin oz Dohral, a merchant captain and fleet-owner who saw the strategic advantage in placing a supply and repair facility along this dangerous stretch of the mighty Acerian Tradeway. It is said that he had, in his younger day, run afoul of the weather and fetched up on a rocky strand just West of the present day City of Dohral. Rescued soon after the shipwreck, Bennin oz Dohral enriched himself greatly as a merchant over the following decade and returned to the location of his previous rescue. Thus was founded the City of Dohral.

Present-day Dohral, now approaching her centennial, is still ruled by descendents of Bennin oz Dohral. The rule is not harsh, though it is rumored, quite lucrative. The people are mostly happy for this veritable isle of stability along a dangerous coast known for past political upheavals. This stability might, in part, be attributed to the Dohral Guard. Bennin oz Dohral enlisted the most notorious mercenary band as his personal guard. Regardless of the cause, the peace was welcomed. Craftsmen craft, vendors vend, sages pontificate, and students (sometimes) take in their lessons.

The city of Dohral is a busy hub of activity for the area; bringing in such trade as there is with the Dwarves of the Lake, being ultimately in control of the lumber harvested from the Toltaw Forest, and possessed of all the industries required to repair damaged ships. Business is booming in the City of Dohral. Commerce is at the heart of the City of Dohral, from the local to the far-reaching, she is home to trade. If it is not grown locally, or crafted locally it can certainly be had by trade somewhere in the City of Dohral. Beyond the function of importing goods required by the local populace, and exporting local goods and produce, there occur more subtle connections and transactions that find their home mostly among the fog and shadow of a dockyard by night.

Notes of Interest[]

The city is a seasonally busy place, and a dangerous one by night at any time of year. It is not unheard of for wizards to 'oversummon' and find a creature out of control, and some of the things you may find on the streets of Dohral fit that category, but too there are other native dangers.

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My lucky day, a coin on the cobbles....

Night hags have rarely been seen, as have spectres and ghost at times. Some say there may be a wererat infestation here, others say that werecats come to the city to savor the rats, or maybe it is the milk they really want. Thugs and worse can be found in various parts of the city by night AND ALL ARE ADVISED, ESPECIALLY LOW LEVEL PCS, TO TRAVEL IN THE CITY BY NIGHT ONLY IN GROUPS, OR JUST WAIT FOR DAYBREAK.

You can use the Magic Carpet to travel around all the city's outdoor Areas. This makes a large city that a rogue could vanish in, small enough to hunt for shops with bargains. Other important TRANSPORATION HUBS include the ports themselves (ships can be chartered here) and the depot of VOYANUT'S VOYAGES found in Chonda Port.

Places of Interest[]

Main article: Dohral City

Within the walls, Dohral is divided into a 4X5 grid. The 'columns' of this grid oriented on the map in a north-south axis, are ordered conveniently from west to east Algrada, Bolovin, Chonda, Donnel, Egbort (A, B, C, D, E). At intervals in these 'districts' divisions are declared and these grid 'rows' are named from south to north, Port, South, Mid, North. Each Area in the city bears one of each of these designations, so you find places such as South Chonda, Mid Donnel and Algrada Port.

Included below are maps of the city Areas, these maps may be outdated in some cases with minor changes occurring since these images were made.


The Rural Swathe[]

This swathe of land surrounding the city is maintained to keep tree growth minimal, providing clear view for firing of weapons should the city find the need to defend herself from land forces. Over the years, by special permit, some few of the locals have been able to build homes or other structures in this space, facilitating farming of the ground or other essential uses. These structures are all built with the understanding that a defensive action by the city may reduce these outlying structures to rubble. Still, use of this land is too temptingly lucrative so the locals with such permits are happy to have the opportunity to profit from the land use. This bit of land, in easy crossbow shot of the city defenders on the wall, is generally free of all monsters day and night.

Some of the NPCs here are vendors, such as an axe vendor, or woodseller, etc.. PCs should explore some of the options here and get familiar with this space in the shadow of the city defenders. These are good places to practice party exploring skills, riding and other activities. The range of Areas beyond the wall will be given some detail in the sections below, starting from the southern most one west of the city and working around clockwise.


Fishermans Strand[]

NOT DEPICTED sa part of the 'city map' but actually more to the south of the first 'rural swathe' Area, this is a low wooded hillside overlooking a sandy strand where the city's fishermen beach their craft while not in use. Often referred to as "Fishermans' Point", and also sometimes "No Port", there are a few turf houses to be seen here set into the hillside, and there are frequently fisherfolk working or transiting the spaces here.


Dohral - Western Rural[]

  • West of Algrada Port:

This space, west of Algrada Port, is one given to a shipbuilding enterprise (civilian craft). Here can be found some number of farmer's fields/gardens on the hillside overlooking the strand below, and a few other resources such as dead trees (drywood). The northern end of the Fishermans' Strand is found here with a few small fishing boats lining the shore when not in use. A stream flows through here, fed from the city moat. *West of South Algrada: The Area includes a small stream fed from the city moat, as well as a number of turf houses and farmers' fields. A roadway begins here, winding its way around the city to the north. Several fruit trees can be found along the base of the hillside, and rumor has it some herbs may be found on the harder to reach spaces. Locals sometimes gather fruits, herbs and drywood on the hillside. Pigs wander this space freely.

  • West of Mid Algrada:

The land here gains elevation to the west, a few fields hugging the lower sides of the hill, a roadway too follows the lower ground as it crossis this Area. Cows graze the space, and fruit bushes are found here along with a low stone hut. The City wall is visible along the eastern edge of the Area, and is bridged to a gate, the moat broadens into a pool at the southern end of this space and is drained via a small stream there to the south.


Dohral - Northwest Rural[]

  • West of North Algrada:

A roadway follows along the outer wall at a discrete distance, the wall overlooking the moat has a clear view on this route as it makes its way among fields of the local farmers. A small stone hut is found here, along with numerous fruit bushes and trees, some dead trees too can sometimes be scavenged. Pigs and cows forage freely by day.

  • Northwest of North Algrada:

The roadway archs round the corner of the city wall here, where a few fields are seen and are tended by those dwelling in the stone hut not far up the hill from the roadway. Pigs forage here, and cows graze, the place features a few fruit bushes and trees.

  • North of North Algrada:

The city circuit road that exits this Area both east and west is overlooked along the way by the high defenses of the city wall and bulwarks. A gateway the wall and allows access to this road and the road that leads from it to the north. Farm fields and a few stone huts are found here, along with some occasional access to dead trees for firewood.

Dohral - Northern Rural[]

  • North of North Bolovin

A tangle of fields dot this space crossed by roads, the city ciruit leading off to east and west here is intersected by a road from the north that crosses  past the temple of Numahl. Some cows and pigs freely roam here. A stream flowing in from the north fills a pond and further on fills the moat. The city wall and bulwark dominates the south edge of this Area, being punctuated by a large gateway with drawbridge that bulges out from the wall itself.

  • North of North Chonda:

The main gate and drawbridge of Dohral looms here over the city circuit road and the moat between them, the well known North Road leads off unsurprisingly to the north. A prosperous provisioners' shop is found here, along with a butcher. Travelers have made a tradition of using a strip of land just along the roadway for camping, a meet-up place prior to departing the city precincts. A roadside well here allows access to potable water, numerous fields dot the landscape around the roadway. and a tiny shrine to the God of Travel is found here.

  • North of North Donnel:

A woodseller and a vendor of beasts of burden are located here just off the city circuit road. A great gateway with drawbridge looms up from the massive city walls, in places peering over the moat (which ends in this Area). A broken bit of roadway winds off the main route and departs to the north making its way past a tall stone house which overlooks a corral with two stables just across the roadway. Fields dot this space and a few animals freely graze and forage here.

Dohral - Northeastern Rural[]

  • North of North Egbort:

Woodworker's shop and home is located here along with that of a poultry butcher. These are located not far off the city circuit road and in view of the lone gateway that punctuates the city wall, itself dominating the south edge of the Area. Farmer's fields dot this space and a few houses can be found here where dwell those farmers. The northern edge of this Area is thick with impassable forest growth.

  • Northeast of North Egbort:

The city circuit road archs round the northeast corner of the city wall here, leading off this Area along the west and south edges. The ground slopes up to the north and east and is thick with impassable forest growth. The ome and shop of a spearsmith is located here in a clearing not far from the roadway.

  • East of North Egbort:

The western edge of this Area is dominated by the city walls, puncutated by a lesser gateway. The city circuit road runs just outside the city wall under scrutinty therefrom, as are the fields beyond and the farmers' houses too farther still. The eastern edge of this Area is thick with impassable forest growth clinging to rough ground and increasing elevations.


Dohral - Eastern Rural[]

  • East of Mid Egbort:

The western edge of the Area is dominated by the city walls and these are punctuated with a lesser gateway here. The city circuit road runs just outside the city wall, and beyond these the land gains elevations and is cloaked along the east in thick impassable trees. Where the land is reasonably flat and accessable between the roadway and the rugged higher ground, there are a few farmhouses, fruit trees and fields. There are pigs and cows roaming this space.

  • East of South Egbort:

The western edge of the Area is dominated by the city walls and these are punctuated with a lesser gateway here. The city circuit road runs just outside the city wall, and beyond these the land gains elevations and is cloaked along the east in thick impassable trees. Where the land is reasonably flat and accessable between the roadway and the rugged higher ground, there are a few farmhouses, fruit trees and fields. There are pigs and cows roaming this space.


Military Port[]

  • East of Egbort Port:

Here an extention of the city walls wraps around the top of a cliff overlooking the sea. Below, a cove where some miltary craft are safely anchored ready to sail on orders. A rocky bit of land just beyond the walls sports a tall lighthouse, that is the city's crowning local achievement; known as Bennin's Beacon.


Algrada[]

This swathe of land from the port inland to the northern wall is largely dedicated to training (miliatary and civilian) and the military. Portions of the broad avenues are used for military drills at times, and for lumber storage in the shipping season.

Port[]

These is nothing of much interest in this area. The docks here are generally considered reserve for the use of military ships belonging to Dohral.

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During busy shipping times these extra warfs provide needed space - in spring through summer season the bulk of the lumber is brought into the city from the lumber camps and through the Eastern Citadel. The material is used here and also sold abroad. Locally, ships are now constructed with this local lumber.

The Algrada Trading Company controls the private port space here, as well as the buildings lining the eastern edge of this Area. The main bulding is populated with NPCs largely acting as merchants (and their support staff).

The western edge of this Area is part of the city outer wall.

Max. warfage for 13 ships.

Access to the Area north of this one is possible via an internal city gate.

South[]

Located along the western edge of the city, and including important buildings including the College of Dohral and the Temple to Gressles this is a busy place for adventurers seeking crafting lore.

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Shops:

  • Bakery, Bookseller, Cobblery.

Other:

There is a gate here exiting the city via the western verge, along with stout defensive bulwarks.

Access to Areas north, south and east of this one are possible via internal city gates. Egress from the city west is also possible via external city gate.

Mid[]

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The Steadbrook is a fine place to find lodging, offering large apartments on your choice of floors. A nearby public gardens gives a pleasant place to relax.

Shops:

  • Armorer, Cheesemonger

Other:

  • Steadbrook Estates

This Area offers a gate for exiting the city along the western verge. The western edge of this area is city wall and defensive structures.

Access to Areas north and south of this one are possible via internal city gates. Egress from the city west is also possible via external city gate.

North[]

The northwest corner of the city, both the north edge and west edge of this Area is city wall and defensive structures, there are two gates, one in each wall.

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Shops:

  • Bakery, Buckler's (Buckle Up! Bucklemaker's), Cobblers, Tailors, Vinter (Buckle Up Cork Bob's fine wine) 

Other:

  • Neutral Temple (Finshi), North Algrada Bulwarks

Largely dedicated to military use, this Area is dominated by the Northwest Bulwark, used as a great barracks and training center for the city guard and city defenders.

Access to Areas south and east of this one are possible via internal city gates. Egress from the city north and west are also possible via external city gates.

Bolovin[]

A commoners quarter given to entertainments, markets and the sort of homes those who operate them need nearby.

Port[]

Not shown in this image is a freestanding structure in the northwest corner known as Master Krebnar's. This Area is a shipping port and seasonally busy. The Tradehaus here is planned to be active but is at present not so.

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Shops:

  • Ropemaker, Sailmaker

Other:

  • Master Krebnar's, Tradehaus

This is one of the lower-class neighborhoods of the city.

Max. warfage for 11 ships.

Access to the Area north of this one is possible via an internal city gate.

South[]

This Area contains the largest defensive structure wholly inside the city walls. This serves as a barracks for mobile troops able to provide manpower where needed. More importantly, this is the home of the Southern Market

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a place where the common man can find what they may need on a day-to-day basis.

Shops:

  • Bakery (X2), Chandlery, Jewelery, Tailor

Other:

  • Barber, South Bolovin Bulwark, Market (Assorted produce merchants)

This is a busy crossroads within the city, frequenly being full with traffic attending the nearby (north one Area) ARENA or the COLLEGE (west one Area) or even some event at the COURTHOUSE or PALACE (both east one Area).

Access to Areas north, south, east and west of this one are possible via internal city gates.

Mid[]

Home to a two arenas. A larger one where gladatorial combat is waged with monster vs monster matches and a smaller one where PCs can challenge other humanoid gladiators to mortal combat. The southern tip of the North Central Bulwark protrudes into this Area.

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Shops:

  • Bookseller

Inns/ Taverns:

  • Bloodsport Tavern (Not yet functioning),

Other:

  • Arena, Barber, Central Bulwark

Rumours:

  • Sometimes Mad Allendry is known to wander this area.

Access to Areas north and south of this one are possible via internal city gates.

North[]

The largest of the defensive bulwarks protrudes from Algrada into this Area along the western edge, and this has many gates onto the streets here.

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Shops:

  • Armorer

BUILDING RESERVED FOR GUILDSPACE - BUILD IN PROGRESS BY ADAON_GP

Access to Areas south, east and west of this one are possible via internal city gates. Egress from the city north is also possible via external city gate.


Chonda[]

This swathe of land from the port inland to the northern wall is largely dedicated to training (miliatary and civilian) and the military. Portions of the broad avenues are used for military drills at times, and for lumber storage in the shipping season.

Port[]

This is the Area where PCs start, 'fresh off the boat'. The 'boat' your PC debarks here is just in from very stromy seas and will need repairs. The PC is left here in this strange city to find their own path. This is a scene that is repeated ala Groundhog Day (the movie) when your PC respawn

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s.

Inns/ Taverns:

  • Frothein Stein/ (Seaside Froth) Tavern, Tallmugs Tavern (Warning: Contains many pickpockets)

Shops:

  • Chandler, Tailor, Herbalist, Ropemaker, Sailmaker

Other:

  • Barber, Voyanaut's Voyages, Amanda & Vaccia's

Rumours:

  • Amanda & Vaccia's has been abandoned for some time...

Access to the Area north of this one is possible via internal city gate.

South[]

The center of the city, this is an important Area with man important buildings in it. The grand avenue here contains many fountains as a demonstration of the wealth and sophistication of the city.

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Inns/ Taverns:

  • The Justice Inn

Shops:

  • Bakery (x2), Merchant (Wale's Wears), Merchant (Toralloghan's Provisioners), Scribe (not map noted), Vinter (not map noted),

Other:

  • Diplomat's House, Diplomat's/Embassy Row, Square of Justice, Dohral Courthouse, Dohral Palace

Rumours:

  • The Justice Inn is a very tolerant inn...

Access to Areas north, south and west of this one are possible via internal city gates.

Mid[]

The home of the Highguard of Dohral , and the public baths; simply the cleanest Area in this dirty city.

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Inns/ Taverns

  • Back of Bath Inn, The Happy Horseman (not map noted- east side)

Shops:

  • Bathing Supplies, Cobbelry, Pursemaker, Jewerlery, Furrier, Herbalist

Other:

Access to Areas north and south of this one are possible via internal city gates.

North[]

If there is a 'main' gate int he city of Dohral this Area has it. The Northgate as it is known leads onto the North Road and all things inland.

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Inns/ Taverns:

  • Mainstay Inn (Warning: Pickpockets are known to be in and around here)

Shops:

  • Cheesemonger, Locksmith, Jeweler, Armorer, Cutlery

Other:

  • Good Temple (Amaner), Private Gardens

Access to Areas south, east and west of this one are possible via internal city gates. Egress from the city north is also possible via external city gate.


Donnel[]

This swathe of land from the port inland to the northern wall is largely dedicated to training commerce. amd as a whole is one of the most affluent districts in Dohral. Portions of the broad avenues are used for public festivals at times, and for lumber storage in the shipping season.

Port[]

New home of the Mercenary Guild Local 1408. Donnel Port is a modestly well-patrolled warf district where one can find a seasonally busy trade conducted.

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Inns/ Taverns:

  • Frothein Stein/ Seaside Froth

Shops:

  • Chandler, Bakery

Other:

  • Bank, Barber, Tradehaus

Max. warfage for 7 ships. Access to Areas north of this one are possible via internal city gate.

South[]

An upscale neighborhood, with good patrols and a broad avenue popular for use in festivals in the city.

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Shops:

  • Bakery, Herbalist, Cobbler, Weaponsmith, Tailor

Other:

  • Temple of Eavee (Currently is internally the Temple of Shadranzi), Tiberi Brothers' (?), 

Access to Areas north and south of this one are possible via internal city gates.

Mid[]

An upscale neigborhood, with good patrols and a broad avenue popular for use in festivals held within the city. Home of the posh Prince of Parasowel hotel, and a fine merchant district along the south end of the Area.

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Inns/ Taverns:

  • Prince of Parasowel

Shops:

  • Jewelery, Fletcher, Bowyer, Scribe, Herbalist, Shoemaker

Other:

  • Money Changer, Barber, Vacant Shop, Portal

Access to Areas north and south of this one are possible via internal city gates.

North[]

This Area is dominated by a large defensive bulwark, and an open air marketplace. This is an upscale neigborhood with good patrols.

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Shops:

  • Cobbler, Bakery

Other:

  • Barber, Donnel Bulwark, Mercenary's Guild (Currently destroyed)

Access to Areas south, east and west of this one are possible via internal city gates. Egress from the city north is also possible via external city gate.


Egbort[]

This swathe of land from the port inland to the northern wall is largely dedicated to the homes of the wealthy and the businesses that cater to them. The few remaining open spaces in this district are occasionally used for local festivals. This is the richest district in the city.

Port[]

The easternmost of the warf districts within the city of Dohral, situated at the south end of the most affluent of districts, this is a port busy with wealthy patrons and the Area is thick with merchants to serve them.

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Shops:

  • Chandler, Bakery

Other:

  • Bank, POH 174-176, Tradehaus

Max. warfage for 7 ships.

Access to Areas north of this one is possible via internal city gate.

South[]

An upperclass neighborhood, this Area is dominated by a large defensive bulwark and the city walls along the eastern edge and packed with housing and businesses of the well-to-do of the city.

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Shops:

  • Tailor, Cheesemonger, Cobbler

Other:

  • Evil Temple (Infernal Master), POH Apartments (012, Upstairs, 174-179), TransMental Building, Abandoned House

Rumours: 

  • The Abandoned House has an eerie feel to it...

Access to Areas north and south of this one are possible via internal city gates. Egress from the city east is also possible via external city gate.

Mid[]

Home of the Alderwood Inn, the largest inn in all the city, this Area is dominated along the eastern edge by the massive defensive bulwark of the city wall.

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Inns/ Taverns:

  • The Alderwood

Shops:

  • Cheesemonger, Pursemaker, Bakery (X2), Glover, Vinter, Jewelery, Cobblery, Hammersmith

Other:

Rumours:

  • This part of the city has an eerie ambience...
  • This is one of the more dangerous night time areas...

Access to Areas north and south of this one are possible via internal city gates. Egress from the city easy is also possible via external city gate.

North[]

The northeastern extent of the city, here a massive bulwark dominates a small but very affluent neighborhood of well patrolled streets.

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Shops:

  • Bucklery, Jewelery, Pursemaker, Tailor, Herbalist, Glover

Other:

Rumours:

  • Pel Durik, a researcher of magic, is known to be able to help with wild magic woes...

Access to Areas south and west of this one are possible via internal city gates. Egress from the city north and east are also possible via external city gates.


This concludes a description of all Areas internal to the walls of the City of Dohral.

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