Scorch Gate

**Scorch Gate** is a city state located at the foot of the Sand Shield Mountains, on the Scorched Pass. The city is the main entrance and safest way to enter the Coarse Sea. Scorch Gate is locally also referred to as the Scorch.

## History

Scorch Gate was mostly and still is settled because of its strategic location. Controlling the main passage to the Coarse Sea.

### Pre-Dwarven Era

Who originally settled around the current location of Scorch Gate is unknown. There aren't many surviving records from the pre-dwarven days.

However it's known that Scorch Gate was ruled by a petty King called the Gatekeeper. By the time the Dwarves came around a small town had grown. The town soon started to prosper with the new found dwarven trade. Turning form a small town into a proper city. Traders, craftsman and farmers flocked to the city. Eventually Scorch Gate hosted many different races in it city. From humans and elves to even a few gnolls and chupacabras.

Under the new prosperous economy many new guilds started to form. Each representing their craftsmen. Under their rule the power of Gatekeeper slowly diminished.

#### Siege of Scorch Gate

After a decade of trade the dwarven Liaison to Scorch Gate managed to insult one of the guild leaders. This caused an escalation wherein Scorch Gate imposed tariffs on dwarven goods. The leadership of Aurum Invicta responded by sending an army to Scorch Gate laying siege to the town. The siege lasted for two years before the Dwarves attacked. A great fire started in the outer quarters during the siege. It's unknown how the fire started. Some say the Dwarves torched it as revenge. Others say it was an accident caused in the chaos of the siege. It doesn't matter who started the Great Fire. Scorch Gate lay in ash after the siege. With no resistance left the city got incorporated in the Dwarven Imperium.

### Dwarven Era

A great period of reconstruction started after the town was left ablaze. Only after two decades did Scorch Gate regained some of its former glory. Leaving many in the dwarven command to wonder why they conquered the city in the first place. The old guilds managed to scheme and blame the Gatekeeper for the fire. The Gatekeeper was arrested and executed. This secured a great position of power for the guilds, so powerful that the Dwarves mostly left the guilds alone. However harsh rules were imposed. Dwarven goods from now on were subsidised goods, meaning the dwarven merchants could earn a larger profit. A tradesman with the name Wayalis had found a great patch of metals while exploring the Coarse Sea before the occupation. He hatched a scheme with the dwarven occupiers, proposing the creating of a prison camp located deep within the desert. This resulted in the creation of Camp Araq

### Post-Dwarven Era

Dwarven overlordship ended after the fall of Aurum Invicta in a conflict known as Troigh Leud. After news had spread to Scorch Gate many guilds and other rich nobles plotted against the remaining dwarven forces. After minor skirmishes the remaining dwarves retreated from Scorch Gate. Some tried to go to Aurum Invicta, to see if the great Imperial capital could still be saved.

#### Urban War Era

A new form of governance was established after the retreat of the dwarves. The power vacuum made place for the rich merchant families and their subsequent rule. It was decided that the five richest family would rule Scorch Gate as equals. The smaller families had barely any say in the matter let alone the small merchants. A period of civil war started in 372 until 382. This time is known as the Urban War Era. Since most of the fighting took place in the different city blocks. In the end the smaller families where defeated and the five remaining families put themselves in power fully. These five families are:

* Family Desertdawn, who managed to get rich quick discovering a source of gold in the Scorch Sea. Currently they're the most powerful family.
* Family Mirthscar
* Family Sandshield, originally hailing from the Sandshield mountain range.
* Family Sunsplitter
* Family Dustgate

Relative peace returned to Scorch Gate. The smaller families who rose up were quickly punished. Direct players in the war got expelled into the Coarse Sea.

### Gatekeeper Era

However no political system lasts forever. Starting from 390 we see the Desertdawn family increase there influence in Scorch Gate under Rudolf I Desertdawn. Rudolf I came into power after his father Steven died. Steven Desertdawn managed to expand the influence of house Desertdawn with the money acquired from the gold mine. Rudolf I continued this trend and managed to garner more influence than any other family in Scorch Gate. The old system of rule was quickly diminished and Rudolf slowly ruled more as a monarch than equal.

Family Desertdawn became the prime rulers in Scorch Gate but never called themselves king. Instead they would use the title Gatekeeper after the old petty king during the pre-dwarven era. House Desertdawn never managed to gain full control over Scorch Gate and the other families still had some influence. The new political system ensured that the Desertdawns always had the final vote over any decision made. The ruling head of house Desertdawn decided who would inherit become the next head of the house and thereby also inherit the title of Gatekeeper. Usually this was one of their own children but sometimes a nephew, niece, or cousin was chosen instead.

### Revocation of the Monstrous-Humanoid Laws

During the Dwarven Era one of the governors had introduced a law which was to "protect" the city against "monstrous" races. Which this law in effect meant was that chupacabras, jinn, and goblins were blocked from gaining citizenship in Scorch Gate and were heavily discouraged from even entering the city for trade. Any crime committed by a member of a "monstrous" race was to be punished by death in order to protect the citizens from the danger that these creatures possessed. When the Imperium fell and the five families came into power they decided to retain the law.

It was only in 900 AD when Gatekeeper Nelson Desertdawn returned to the city from his supposed death in the Scorch Gate that the Monstrous-Humanoid Law was revoked. Nelson Desertdawn's uncles had tried to assassinate him during a sailing trip by throwing him overboard in the middle of the night. Lucky enough for Nelson he was found by a caravan of goblins who cared for him and helped him survive. It was while travelling with this caravan that he had fallen in love with a goblin woman. It from his love for her and out of respect for the caravan that saved his life that Nelson revoked the Monstrous-Humanoid Law. Allowing goblins and other "monstrous" races to settle in Scorch Gate.

## Geography

### Physical Geography

The Sand Shield mountain blocks most of the harsh hot winds coming in from the Coarse Sea. At the same time the mountain range provides a decent amount of rain to Scorch Gate. Nonetheless if the wind is blowing right it will make blow directly in the main gate making living next to the gate not very pleasant.

The rocks around Scorch Gate mostly consist of sandstone and quartz. The Quartz River thanks her name to all the quartz in the area.

### Boroughs

Scorch gate is divided into multiple boroughs all with their own functions and sight to see. Most boroughs have separate walls in between them. This process happened because when the city expanded new walls were build, becoming the new outer walls. The previous outside walls remained around the most important boroughs, while others got destroyed, the materials being repurposed for other building projects.

#### Merchant Borough

Main area dedicated to the trade of goods. Located in the centre of the city. Great market halls can be found here selling a variety of goods. From the raw ores to the finest jewellery. The borough also has many offices for the different good paddlers. Many taverns can also be found around this district, ranging in different prices. The borough is surrounded by houses which are mostly lived in by the middle to high class traders. Two very important but different markets dominate the borough. On one side the Parchment Hall, despite its name paper is not bought or sold here, but is instead named for the *Council of Scorch Gate* which resides above the market and is the most important legal court in the city and surrounding area. This high end market is owned by the richest of merchants in the city and connects with Prosperity Square. In the southern part of the borough one can find the Fortune & Son's Bazaar, an old temple turned bazaar in which merchants from across the Coarse Sea peddle their exotic goods.

#### Prosperity Square

Prosperity Square houses the many administrative buildings of the city. With the city hall facing the entrance to the Paper Market. The city hall contains multiple floors and has a tall clock tower in the middle. Around the square the most important families have bought offices. In the centre a large fountain can be found.

#### Sand Harbour

The sand Harbour is just located outside the southern gate located in the Scorched Pass. At the gates a great view of the harbour can be found. Revealing many large cranes dotting the harbour, were ships are constantly (un)loading goods. Perhaps the most striking feature is the large lighthouse on the western site of the city. A tall construct, during the night the light of the tower can be used to communicate with the Amber Forts located within the Coarse Sea.

#### Golden Sands borough

The richest families of Scorch Gate life here. Considered on of the wealthiest areas in the entire southern region of Sahul. The decadence is sure to be seen, with even a small river way flowing through the middle of the district. The river way was constructed as a vanity project by the richest for they were jealous of the free flowing rivers in the many other great cities of Sahul. The area is surrounded by an equally impressive wall, with the gates manned by guards making sure no poor make it in the borough.

## Economy

Despite being settled next to a desert, Scorch Gate does have a surprisingly large economy even if it wasn't for the daring desert traders.

The city has a strong mining and trade industry. There are many quartz mines and sandstone mine located outside the city.

### Coarse Sea

*Main article: Coarse Sea*
After the passage into the Coarse Sea one can find a large harbour where a enormous collection of dune-ships are stationed of several designs, such as Sand-Botters and Tri-fan Galleons. Many of these either go to communities within the Coarse Sea or towards the many salt flats located there. The salt flats are rich in many metallic and non-metallic resources. Many mining companies mine salt, marble, iron, copper and onyx. Much of this makes its way back into Scorch Gate and further into mainland Sahul.

### Shipbuilding

Being the main sand port in to the Coarse Sea offered Scorch Gate a chance to developed a rich shipbuilding community for Tri-Fan Galleons. Some have even gone as far as calling the dune-ships of equal quality to those of the seafaring vessels of Serenissima Capitale.

### Jewellery

Scorch Gate is also known for its beautifully crafted onyx and quartz jewellery. Sometimes the pieces of jewellery are surrounded with locally mined iron. If a jeweller is lucky enough to acquire gold or even makanium they are able to create astonishing pieces of onyx jewellery.

## Politics

In the current days Scorch Gate is ruled by a small amount of rich merchant families. Some of these families can trace their lineage back to the time of the Troigh Leud. While other families have fallen and new merchant families have taken their place. The families tend to fall in times of war, when they lose a important source of income or through political scheming. This makes politics in Scorch Gate extremely hostile.

Politics are divided in different layers. The first is the merchant council, they consist of a group of 40 individuals who are appointed for life. A requirement to became part of the merchant council is that someone is a member of one of the merchant families. These 40 members in their turn elect 5 mayors, who are appointed for 5 years. The merchant council and the mayors run the day to day operations in the city.

In times of grave disaster the council and the mayors can elect a merchant council member to become the Gatekeeper. A special function which allows almost unprecedented power for a period of 6 months.

## Culture

Due to its complicated political system and history a multitude of people can be found in Scorch Gate. The wealthy trade companies are mostly run by a richer upper class. Most if not all of the upper class are part of the largest trade companies. Enjoying many luxuries, including homes next to the Quartz River. One of the most beautiful locations in the town and also the least hot.

A ''middle'' class of citizens exist in the smaller traders and many mercenaries. The mercenaries hire themself to out for the defence of the city. Or as guards for the Trade Companies. Other mercenaries offer themself to any individual who is idiotic enough to travel deeper into the Coarse Sea.

The lower class is considerably poorer than all the other classes. Mostly stuck between the oligarchic rule and the bully mercenaries. Some manage to work themself up to the higher classes. Despite the Scorch between a meritocracy, many within the lower class don't have the right connections to get recognised. Neither do they have enough money for a proper education. Nonetheless, if somehow someone from the poorer classes gets recognised for his/her skills they will make it within the many trading companies. Many poor live in the more inhospitable areas near the gate. A large part is unlucky enough to live near the sand port. Living in the outer layers of homes carved into the Sand Shield Mountain.

The companies have offices near the port, also carved into the Sand Shield Mountain. These are however build further into the mountain. That way they remain cooler and are more protected from the razor sharp sand winds.

### Clothing

The harsh weather coming from the Coarse Sea has influenced the style of clothing the people of Scorch Gate wear. A traditional white headband to protect the face from the sand and the heat is commonly worn. The upper class is also able to afford a pair of goggles to protect the eyes better and see more. Goggles are sometimes found wearing by the middle class.

From the head down a similar loose style of clothing is worth. Consisting of a long tunic crafted from the strongest fibre to block out the sharp sand winds. Some however opt to wrap the clothing tighter around legs and arms to prevent sand form coming in. Traditionally a white tunic is worn however the rich can often be seen in lighter coloured tunics. As a sign of wealth and to set the rich apart from the poorer working class.

As foot wear often a pair of sandals is worn. Often a piece of cloth gets wrapped around the sandals to protect the feet better.

### Values

Many inhabitants of Scorch Gate value entrepreneurship, one could say they have a desire for the creation of wealth. Be it through trade, mercenary work or any other job you might find in Scorch Gate. A high value is also placed on meritocracy. However the traditional companies in Scorch Gate have steered away from these values in the pas decade. Preferring a system where members within the companies inner circle are promoted. Being well established within the companies' culture is a sure way to reach higher ranks.