Dorflik is beautifully located on the east bank of the Allspring river, the border between the great tribes of Ayosaug and Sephar-oyl. It is surrounded by a strong wooden palisade, an annex of which contains the citylord's estate. The hilly settlement entails sparse settlement on the sides of the main hill, but it becomes denser on lower ground, especially along the river's bank. Houses are of longhouse type or the normal round buildings. In the southern, swampy part of the city, ramshackle sheds predominate. The law against building next to the palisade is often broken here, but guardsmen make frequent rounds to tear such construction down.
The great hill is not entirely of natural origin - it hides a maze of mysterious ruins, for the most part filled in with earth. Over the years, parts of the hill have been tunnelled into and the old passages and chambers reopened. The city authorities have only explored a very limited area; the darker side of society is much more knowledgeable in these matters.
The citylord of Dorflik, currently Erwina Onesword, wields absolute authority. She has a number of counsellors, chosen from among the more prominent citizens, but is under no obligation to listen to them. Dorflik is more strictly governed than any other place in the Wilds: Erwina maintains a firm grip with the help of a strong, loyal city watch (which is almost synonymous with the Humakt temple's congregation).
There is one major temple in Dorflik, that of Orlanth, and within its precincts can also be found shrines to Dorflik, Yinkin, Chalana Arroy and Issaries (for whom a separate temple is being built, a project that has been plagued with many delays). Humakt, Lhankor Mhy and Pastoma all have minor temples (Pastoma has larger temples elsewhere). There are also a few shrines to various deities, including Eurmal and Storm Bull. The Ernalda cult chooses to keep its temple outside the city limits.
Dorflik is sometimes known as the city of cats: the little felines seem to be more fond of this place than any other human dwelling in the East Wilds. At the moment, attempts are being made to keep the cat population in check, but there is strong resistance against these efforts among the citizenry. The issue is mainly a reflection of the conflict between those who worship Orlanth (pro-cat, of course) and the adherents of other divinities, who get annoyed at the storm cultists' overweening attitude.
As the Ayosaug and Sephar-oyl tribes became more and more intimately connected, their joint leader took up residence in Dorflik, in the Windtower. However, the city's expansion soon made it impractical for the chieftain to administer its day-to-day affairs; the post of citylord was instituted to relieve him of this burden. It was originally an elective position, but as time went on it became monopolized by the Humakt temple. This cult was brought in from Kilwin to provide a cadre of well-trained watchmen, and its leadership has usually been in the hands of the family that established the local temple back in 1422. By now, the office of citylord is in practice inherited within this family, with each lord expected to name his or her successor upon retirement or when near death.
Square of Justice: The place for public trials and punishments (including executions). Surrounding and defining the square are four buildings that comprise the Humakt temple. The northern, smallest, house functions as a mercenary's hostel and hiring hall.
Windtower: An imposing edifice that is four stories tall, yet because of its width still looks squat. It has not been entered since the day 35 years ago when Thuling Blazebrain's possessions were cleared out and the gates locked. By tradition, the High Storm Voice of Dorflik holds the key.
Orlanth Holy Ground: The usual jumble of houses, several of which are simply living quarters; the importance of the temple has grown steadily over the years, and with it the size of the staff. But even if it is large, it is still disorganized.
Lawspeakers' Lodge: The priests of the Lhankor Mhy cult reside here. They do not ask for payment when their services are needed, but their time is limited because of their many official duties, so frivolous requests will be ignored.
Temple to Pastoma / Water Inn: Since visiting initiates tended to ask for lodgings at the temple, and most regular river travellers are initiates, an inn was built in connection with the temple. Formerly rather spartan, the current high priestess (Gabrella Waverider) has turned the Water Inn into the most elegant place in town. It has also become more expensive, but initiates get a substantial discount.
The Shrine of Eurmal the Cat Burglar: Teaches the spell of Become Cat. Located somewhere in southern Dorflik, possibly underground. Kellarme does not live in or near the shrine, in fact he is constantly on the move. Only he and the other Tricksters that have learned the spell know where to find the shrine.
Firbella's Store: The widest assortment of goods possible within four walls: everything from local handicrafts to imported arms and luxury goods.
Jon's Leathers: Deals both in finished goods from Kilwin and raw materials from Keanos.
Hilgrim's Jewelry: Buys and sells anything, but is best known for Hilgrim's own work. He often uses ideas and patterns borrowed from the hsunchen.
Polder and Cinch, Smiths: Two smiths with different specialties that complement each other very well. Between them, they can pull off nearly any metalworking task you can imagine. They are in fact quite proud of their ability to handle unusual commissions.
The River Market: Fish, mostly. Local merchants also take delivery of goods arriving by river (and not intended for one of the other markets) here.
The Orlanth Market: The bustling centre of commerce in Dorflik. This is where foreign traders and local craftsmen alike come to display their wares. Nearly half of the marketplace is taken up by the livestock pens.
The City Market: Where the citizens fill most of their everyday needs. Farm products from the countryside and various household utensils are the dominant items of trade.
Home: The sign depicts a typical clan homestead, and both the interior decoration and cooking continue this theme. This inn is the favourite of visiting Orlanthi who are unused to the big city and long for more familiar surroundings. It has also become a hang-out for adventurers that are weary both of wilderness hardship and city night-life.
The Enlightened Night: A sign showing a starry sky hangs over the door. An all-night tavern with a mixed clientele. It has a 'dangerous' feel that appeals to the lawless part of the community (and adventurers, of course), yet is classy enough to attract the braver members of the upper classes.
Underground: The only official entrance to the ruins under the hill. Guided tours are given once a day by a Lhankor Mhy initiate and two guardsmen (to keep visitors from straying). The Grey Sages have special permission to enter whenever they want.
Bostrix became high priest just four years ago, following the retirement of Worum Wildheart. This post makes him one of the most important people in Saug, and he has worked hard at expanding his influence. Some think that his sights are set on the Ayosaug-Sephar-oyl chieftainship. He has a lot of friends and supporters, especially within the Orlanth hierarchy: Alorna, Jillian, Hafnir and Worum are his staunchest allies.
Alorna: A tall woman, who must be at least 40 by now, but has the kind of appearance that never really ages. Alorna is a tireless worker, making sure all the practical details of temple existence are taken care of. She is also chief priestess in charge of initiates, and is usually the one who handles visitors to the temple. Her calm and friendly manner makes her well liked by everyone, though she can also wield a sharp tongue if irritated badly enough. Tagor seems to have a unique talent for bringing out this mean streak in her.
Tagor the Spiderlimbed: Tall, bony and endowed with unusually long limbs; even his neck is long. Calls himself Tagor Stormrider, but nobody else does. Chief priest of acolytes, and on the face of it a quite powerful and competent Storm Voice. He has one serious defect, however: he is chronically unable to deal with other people. This is partly due to a disinclination to even try, and partly because he seems to rub everyone the wrong way even if he is trying to be sociable. Tagor arrived in Dorflik shortly after Bostrix' appointment, and got a good job on the theory that Orlanth must really like him to have blessed him with such an intelligent familiar.
Jillian Yellowhair: Only 19 years old, Jillian is one of the youngest stormvoices ever (she has been a priestess for one year). She is also short, cute and blonde, the last being an unusual trait in the East Wilds. Jillian is an orphan: Worum opened the temple gates one morning and found a newborn babe lying on the steps. He brought her up in the temple, and the cult is the only family she's ever known. Perhaps as a consequence of this, she has become a religious fanatic, who lives and breathes the tenets of Orlanth; all other gods are but pale, insubstantial shadows to her. She also has a gift for leading ceremonies to a fevered, ecstatic pitch.
Jarol Twosword: Still has a reputation as one of the best swordsmen around, even if he is getting older and now needs a Strength spell to use his old technique of fighting with a bastard sword in each hand. Erwina Onesword is his niece. He has a very pleasant personality and a sharp mind, despite the fact that he looks like an uncouth and unshaven old ruffian. However, it is wise not to cross him; he never forgets and never forgives.
Worum Wildheart: A white-haired, heavily built man with a harsh voice. When he was high priest, he ruled the temple with an iron hand; even though he has retired to acolyte status, the others on the staff still instinctively follow his lead. He doesn't exploit this advantage, being very pleased with the way Bostrix is running things.
Hafnir the Stiffnecked: Living up to his name, Hafnir is endowed with both a single-minded nature and an erect posture. The later is the result of a fall on his head, since which he has been unable to turn it sideways. Born and raised in the same clan as Bostrix Wolffang, they have long been inseparable friends - sometimes they have even been taken for brothers. As chief Wind Lord, Hafnir will often be given command of expeditions that have official temple sanction.
Yakapuh: A gaunt man with a disdainful look on his face. A 'foreigner' from Delela, Yakapuh has few friends and is hard to get to know. He is a most unusual Wind Lord: lazy, introverted and often forgets to eat his eggs. A lot of his time is spent alone, in a corner of some uncrowded tavern.
Zephur-Ips: Sword, second-in-command of the temple and captain of the watch. He is originally from the Holy Country and wields a rapier, which is a quite unusual weapon in these parts. Some of his attitudes seem equally exotic to the natives.
Liena: The other High Healer in town is also a shaman. She is a specialist in healing herbs, collecting them herself in the woods outside the city. Others have suggested that she might need protection on these forays, but she is convinced that noone could possibly want to cause her any harm.
Armitag: A seasoned caravan master and Trader Prince who works out of Dorflik, but spends much of his time on the trail. Many of his jobs are commissioned by Firbella. Armitag has a habit of wearing imported clothes and scattering foreign words through his speech - it makes him feel cosmopolitan and civilized.