Hope’s Wall (a.k.a. Hope’s Holdout or simply Hope) is located north of Dundee Forest on Argo’s northeastern coast. and is one of the most powerful citys of the kingdom known as Dorth’Kell and the largest Orcish city of Argos. The city is named for it’s use as a “Wall” against the Dracana during the Gnomish/Orcish Rebellion. The city itself has been rebuilt at least once, and is a marvel of Orcish design and engineering. Its guards keep the peace within the city’s walls.
Hope’s Wall firmly backs Dorth’kell and its knights, mages, clerics, and preists served it in it’s troubled history. Primarily an orcish settlement, a fair number of Gnomes, Trolls, Ogers, and even a few elves and half-orcs dwell here as well. Hope’s wall is the home of the Academy of Universalist Sciences, the only remaining school of wizardry in the westrn part of Argos, as well as the Cathedral of Boccob, the philosophical capital for those who follow the Lord of All Magic. These edifices draw warriors, healers, priests, and mages to the city, all of whom bolster Hope’s Wall’s military. King Carlax rules from The Walled Keep.
Hope’s wall is the jewel of the nation of Dorth-kell in Argos. The oldest and grandest orcish city, it has weathered coutless wars, ransacking by the humans, and invasions by Ebonrow to take it back. Although mostly aOrcish city, it opens its gates to all races of Dorth-Kell to participate in trade within the city limits. Most of the city’s coffers are filled with the taxes taken from merchants in the busy market. Every night at sunset the Cathedral of Boccob rings a solitary bell whose sweet pitch reaches the entire city. This is for many of the so-called “uncivalised races”, such as troll and ogre, who are unaccustomed to living within cities.
Dorth’kell’s climate is warm, the skies clear, and the seasons generally temperate. Thus, clothes in the city are composed of light fabric for the most part. Color choices usually are bold: whites, reds, blues, oranges, and yellows. Although one might assume the climate would call for as little clothing as possible, the inhabitants of Stormwind prefer light fabric, but lots of it. Orc’s usually wear long-sleeved tunics, billowy trousers, leather boots, and sometimes even ridiculously large, floppy hats for excessively sunny days.
The gnomes generally copy the orc’s fashions here, though there are some gnomes who prefer to set themselves apart. Although Hope’s Wall is well-defended, the city guard usually wears only light armor to handle the occasional thief or agent of the Dancing Sword.. The knights will don their full plate during ceremonies and when they ride out of the city on business defending Dundee Forest or the surrounding areas, but around the city they wear nothing more than the breastplate that identifies them as knights.
The city’s nobility strive for power, while manipulating others and shrouding their sins in secrecy. A few exceptional nobles, however, do try to tend to the city the best they can. The priests, meanwhile, uphold the tenets of the Uncareing, although some have become more political than religious. The guard is generally uncorrupted and has a close relationship to the carefree citizens of Hope’s Wall.
Most citizens of the city are practitioners of the Uncareing and nearly all at least respect it. The religion is tied closely to the government, for the church has enough political influence to directly impact the actions the King decides to take.
Hope’s Wall, despite being idealistic on the surface, has a vast criminal underworld, as with much of Dorth-Kell. While outright theifs are uncommon, the many political forces at work keep the presence of thief’s guilds from dieing out competently. Most Prisoners are either punished outright, or shipped off to privately owned “Prisons,” often nothing more then a fledgling criminal enterprise, or underground fighting rings.