The largest city in the northern province of the
Veren Empire. The first thing a visitor sees of the city is the stacks of smokes creating an umbrella of smog in an other wise clear sky. Home to the great Veren thing houses most of Veren's metal goods are build in a Duolavin forge.
Race
50% Dwarf, 30 % Human 10% Gnome 10% Other
Ethnicity
70% Veren 30% Northman.
Local Government
Veren cities are managed by mayor, that regional governer appoints' and the senator's from that region vote on.
When that mayor is in office, he or she appoints council members for every district in the city. However, if the district 'belongs' to the church or a particular merchant house, they appoint a representative instead of the mayor.
Duolavin, being a merchant city only has only mayor appointed council person. Due to the merchant's hold on local politics the mayor acts as an administrator. He makes sure outside interactions run smoothy, and the houses play nice, while the merchant guilds run their respective parts of the city.
Taxes and public projects are done by the local houses. One might assume that very little would get done or paid, but the merchant house pay their full share of taxes. The taxes get paid, because of the fear of civic lawsuits from other merchant houses, rather than concern for the common citizen.
Natural
The city itself is built on top of a massive plateau making it hard to assault. The city is protected on its north east and south east by the mountains, river, and lake it boarders respectively. at its base a feted bog makes any camp near plateau dangerous and unpleasant.
Man-made
Along the two slopped paths to the city their are three manned gatehouses with bunkers, and thick walls. If an attacker makes it past those the outer walls of the city are renown for their sturdiness, and can only be effectively attacked from two sides. inside the city the sewers are home to large stockpiles and bunkers for the inhabitants to hind in encase of the event of a siege.
Garrison
The city its self is garrisoned by 2000 veren legionaries and the private armies of 5 merchant houses totaling in 5000 soldiers. 3000 of which is medium to light infantry 500 heroic infantry and 1500 archers/artillery crewmen.
Regional
The mines are guarded by a series of dwarven mountain forts. The Veren fort's Proclus bow and Sol's Vigil guard the northern passes from barbarian invaders, and can act as a quick reaction force to any attacking armies.
Roads: Like all Veren cities, Duolavin has exceptionally wide roads that allow centaurs to easily move through the city. They are well maintained and efficient, so commerce can easily flow into and out of the city through the two main streets that run North to south and East to west respectively.
Sewers: The dwarven engineers of Duolavin, have created a intricate sewer system that pumps water from the nearby river, and allows waste to flow into a near by swamp. This system, while awful for the environment keeps they city relatively clean.
Legion War foundry: The only non merchant owned district in Duolavin, is owned by the Veren state. These massive blast furnaces, and roaring forges produce a majority of the legions gear. From centaur shoes to siege engines, the warring legions rely heavily on their constant supply.
North Border Mines: a deep maze of mines in the nearby mountains that are worked day an night.
Merchant Houses
Four of the seven great Veren merchant houses hail from Duolavin. They each run a forge district and often have bloodier rivalries than the nobility.
Lesser Smithing Houses
Although the merchant houses control a majority of the city smaller smithing houses often prop up, and are still able to compete with the larger merchant houses. Most of these families are dwarven, but occasional human smithing house has been known to compete with the artistry of the dwarves.
Hesier Smithing House
'
Vasco Forges
The Church of his Lord Sol
The Dwarflund Nobility
Duolavin is built on a plateau near the Northwall Mountains. The city was built near The Bordeast River and a large lake. The Area on and surrounding the plateau is devoid of life. However, walk about 3 miles in any direction and travelers will be grated by the vibrant forests that are common in the region. Two natural ramps were turned into roads. One leading into and out of the city south west ward. The other extends northward into the Northwall Mountains.
The near by mountains are dense with natural metals, and precious stones that are subject to endless mining operations.
The other natural resource is timber from nearyby forests.
Food is scares due to the climate, and city often has to rely upon caravans from the south to ensure they can survive the winter.
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