As far as I know, Halarahh is the capital city of Halruaa. But if ya wanna move it to anywhere else like Borah or Halagard or Archelar or even Alathul then be my guess. I just want the game.
Pre 1263 - Halagard
1263 - Present Halarahh
Or 2ED map (see Below) Halarahh
Or 3RD map (see Below) Halahahh
Or 4ED mao (see below) Halarahh
Capital is Halarahh (2ed Map below)
Capital is Halahahh (see mistype on the 3e Map)
or 4ed Capital is Halarahh (4e Map below)
or the New map
About Halagard:
The seat of Zalathorm's power, Halarahh has a population just slightly above 8,000, making it the largest city in Halruaa. This wide, sprawling town is situated on the northern banks of Lake Halruaa, at the mouth of the river Halar. The city boasts lots of expansive public places for strolling, oratory, and celebrations.
Fully three thousand of the capital city's inhabitants, including seventeen members of the Council of Elders, are practicing wizards, giving Halarahh the largest concentration of magical prowess anywhere outside Thay. Hundreds of wizard's towers - lofty edifices built of colorful coral, stone, crystal, and magical force - dominate the skyline, jutting upward from an otherwise low-slung city profile. In past decades, each wizard tried to outdo his rivals by building the highest tower with the grandest and most breathtaking view of the countryside around the city. Eventually, however, the risks to both towers and skyships forced Zalathorm to actively discourage this "tower war," and the mad building spree halted. In hopes of currying Zalathorm's favor, some wizards have actually reduced the height of their towers, making the skies that much safer for skyships.
Because of its high concentration of wizards and the fact that the wizard-king and his council conduct business here, Halarahh is a difficult place for those not gifted in the Art to live. In all walks of life, favorable treatment and promotions come to those who have the spark but elude those who lack magical aptitude. The obvious exceptions to this rule are the Jordaini. These magically immune counselors vie for positions and prestige alongside their wizardly patrons in the never-ending game of politics that is Zalathorm's court. Though they cannot partake of the vast wealth - both fiscal and magical - that is available to so many others in the city, their stature in the eyes of everyone from the wizard-king down to the lowliest street urchin is affluence enough for them.
Arbor Square
Near the Netyatch's Palace in the heart of the city lies Arbor Square, an expanse of parks, rivers, pavilions, and gazebos designed for strolling, chatting, or orating. A wide variety of temperate to tropical trees, many of which are flowering or fruit-bearing, fills the .square. Vine-covered trellises create spaces for private conversations, and bridges span manmade canal-rivets, giving Arbor Square the feel of a vast, perfectly manicured garden. Along the periphery, vendors sell wares ranging from edible treats and beverages to magic trinkets such as cooling caps (hats with minor chilling spells cast upon them) and dazzle stones (pretty colored rocks enspelled with cantrips to make them blink or spark.)
The citizens of Halarahh come to Arbor Square regularly to converse, debate, or listen to passionate orations. Anyone is free to step onto a platform and begiii pontificating on whatever subject most concerns him, but a few well-known speakers always draw the largest crowds. Some of the liveliest debates that have led to policy changes for the nation began as passionate speeches in Arbor Square.
Dockside Square
As with other Halruaan cities, much of Halarahh has grown up along the shoreline. Its docks, however, are not the tight, noisy causeways abutted by closely packed warehouses that are standard for Faer
Comments
Halarahh
Boltana level 40 Trickster Rogue
Boltana Stark level 21 Control Wizard
Boltana Tully level 20 Devine Cleric
Pre 1263 - Halagard
1263 - Present Halarahh
Or 2ED map (see Below) Halarahh
Or 3RD map (see Below) Halahahh
Or 4ED mao (see below) Halarahh
Capital is Halarahh (2ed Map below)
Capital is Halahahh (see mistype on the 3e Map)
or 4ed Capital is Halarahh (4e Map below)
or the New map
About Halagard:
The seat of Zalathorm's power, Halarahh has a population just slightly above 8,000, making it the largest city in Halruaa. This wide, sprawling town is situated on the northern banks of Lake Halruaa, at the mouth of the river Halar. The city boasts lots of expansive public places for strolling, oratory, and celebrations.
Fully three thousand of the capital city's inhabitants, including seventeen members of the Council of Elders, are practicing wizards, giving Halarahh the largest concentration of magical prowess anywhere outside Thay. Hundreds of wizard's towers - lofty edifices built of colorful coral, stone, crystal, and magical force - dominate the skyline, jutting upward from an otherwise low-slung city profile. In past decades, each wizard tried to outdo his rivals by building the highest tower with the grandest and most breathtaking view of the countryside around the city. Eventually, however, the risks to both towers and skyships forced Zalathorm to actively discourage this "tower war," and the mad building spree halted. In hopes of currying Zalathorm's favor, some wizards have actually reduced the height of their towers, making the skies that much safer for skyships.
Because of its high concentration of wizards and the fact that the wizard-king and his council conduct business here, Halarahh is a difficult place for those not gifted in the Art to live. In all walks of life, favorable treatment and promotions come to those who have the spark but elude those who lack magical aptitude. The obvious exceptions to this rule are the Jordaini. These magically immune counselors vie for positions and prestige alongside their wizardly patrons in the never-ending game of politics that is Zalathorm's court. Though they cannot partake of the vast wealth - both fiscal and magical - that is available to so many others in the city, their stature in the eyes of everyone from the wizard-king down to the lowliest street urchin is affluence enough for them.
Arbor Square
Near the Netyatch's Palace in the heart of the city lies Arbor Square, an expanse of parks, rivers, pavilions, and gazebos designed for strolling, chatting, or orating. A wide variety of temperate to tropical trees, many of which are flowering or fruit-bearing, fills the .square. Vine-covered trellises create spaces for private conversations, and bridges span manmade canal-rivets, giving Arbor Square the feel of a vast, perfectly manicured garden. Along the periphery, vendors sell wares ranging from edible treats and beverages to magic trinkets such as cooling caps (hats with minor chilling spells cast upon them) and dazzle stones (pretty colored rocks enspelled with cantrips to make them blink or spark.)
The citizens of Halarahh come to Arbor Square regularly to converse, debate, or listen to passionate orations. Anyone is free to step onto a platform and begiii pontificating on whatever subject most concerns him, but a few well-known speakers always draw the largest crowds. Some of the liveliest debates that have led to policy changes for the nation began as passionate speeches in Arbor Square.
Dockside Square
As with other Halruaan cities, much of Halarahh has grown up along the shoreline. Its docks, however, are not the tight, noisy causeways abutted by closely packed warehouses that are standard for Faer