The Barony of Dossial

Dossial is, frankly, all over the place. This mess of commercially-spawned communities banded together over time as a result of convergent urban sprawl. As neighborhoods and businesses from different towns started to butt up against each other, the two groups, shrugged, shook hands, and eventually all assumed the town name of Dossial, from the drow word for "siblings". Handed the title of barony in the year 347, the sprawling city has been the primary hub of trade and crime in the region since.

There are three ports in Dossial, known as **Mouths to Feed**. The westernmost handles most of the agricultural and perishable goods. The central port generally deals with artisan goods, as well as prisoners and special interest goods. The easternmost port is the closest to the Sea of Kabu and open waters, and consequentially, generally deals with contraband and fugutives (off the books, of course).

Due south of the River Luunia is a rich neighborhood known as **Anzua-Huushai's Belt** (an-ZOO-ah HOO-shy), known for carousing, gambling, animal fighting and other unsavory pastimes. The renegade Triton who built and owns the strip can still occasionally be seen in his own clubs, dressed to the nines and reeking of illegal arcane augmentations. You keep your eyes down and play by the head honcho's book in Anzua-Huushai's Belt, or else you're just another discarded barrel floating down the River Luunia.

For those who passed through (or more likely, around) the Belt, they'll find themselves in **The First District**, seat of the Baroness and the Dossial Police Headquarters. There is a band of territory between the First District and Anzua Huushai's Belt the resembles a demilitarized zone, with the only persons crossing the barren strip being uninvolved travelers, heavily guarded trade goods, and the occasional clever spy from either side of the law. The First District doesn't shine or sparkle, but it's full to the brim with hard-minded people ready to make any sacrifice to uphold what they believe in.

Beneath and surrounding the First District is **Orhadinna** (oar-a-DEEN-a), generally referred to as "The Suburbs". Full of small mom-and-pop shops and middle-class dwellings, the suburbs are mostly people trying to live an honest life in a dishonest town. The challenge comes from the pushers. Unregistered and untested arcanotech, edible substances, enchanted elixirs and concealed weapons are sold at a premium on the streets, and partisan conflict is a fairly regular occurance in Orhadinna. When a spat breaks out, it is best to keep your head down, secure your family, and wait for the police to arrive.

To find the proper shops, you will have to look to a crescent of stores and malls that surround the border of Orhadinna. This "**Platinum Crescent**" is smashed right up next to the thick city wall. Any legal good can be found here, brought in from the ports. And if you know where to look and how to ask, you might also find a few less-than-legal goods, too. This hub of trade is generally left in peace by the rival gangs in the region, being the watering hole that benefits all parties. To bring conflict there is to hurt your own as well as the enemy.

**The Suffering Wall** that surrounds the landward side of the city is a community all its own. Large swaths of the wall have been subject to longterm repairing spells in order to combat lingering disintegration spells, and the latent effects have caused large sections of the wall to simultaneously crumble and repair, resulting in a dangerous, quicksand-like quality to the wall. Yet even in this deadly environment, people known as Wallrunners survive, learning how to navigate the treacherous terrain, and creating hideouts and dens for themselves in carved out pockets in the wall.