Capitol of Harag (and arguably all of Arterria) Located in The Great Rift in Harag
Important Organizations: Craftsman, Enchanters, Appraisers, Knights of the Mystic Fire (subclass) Thieves Guilds: Five Finger Viscounts, Venomcry Gods: Mystra, Torm, Moradin
Project for the World’s Fair:
Magical shield/barrier for the whole city?
Important Projects/Goals:
New cathedral for Mystra
Important religious location for followers of Mystra, and formerly Mielikki, drawing pilgrims from all corners of Arterria. Powerful connection to the weave/magic. Source of mithril in the past. First God’s Tears found here?
Description
Embedded into the sides of the Great Rift and spilling down into the watercourse and down several more levels. Large bridges crisscross above the city connecting one side to the other.
Demographics
Mostly human, with a rather small minority of elves and half elves and the other races. Humans make up the majority of the wealthy segments of society as well as the craftspeople and merchants. Elves make up much of the menial labor and servants.
Large population of lowerclasses in the bottom of the canyon, hoping for trickledown wealth, trickledown magic.
Government
Traditional monarchist.
Defenses
Guards, school of magic, circle of protection, stone walls, cliffs, overhangs.
Industry & Trade
Magical goods are the primary export. Magical services, spellcasting, enchantment. Make up much of the economy here. Imports are pretty much everything else.
Infrastructure
The bridges are the most unique piece of infrastructure, there’s also an undercity, and buildings into the sides of the canyon.
Assets
Used to have a lot of mithril. Lots of god’s tears. Magical energy, mana. Enchanting and Spell Casting is easier in this location. Really tied into the weave and Mystra.
Guilds and Factions
City Watch Enchanters Guild Imbuers Guild Mage School Close rival to the Foresters guild, and often at odds with them, but it is a cold war at most. Most interested in the troubles to the East, then cult activity and rumors to the south. Thieves Guilds Venomcry is the primary thieves guild, their headquarters is here, and their namesake poison comes from the Searsap forest to the West. They are not benefitting from the current upheaval. Five Finger Viscounts Upstart thieves guild in the region, thriving on current upheaval, moving in on VC’s territory.
Geography
Deep, fissured, cracked canyons, some plateaus in the middle, river down the center. Blasted, cooked land surrounding the canyon.
Natural Resources
Outside of mithril and gods tears, not much.
Markets and Market Prices
Since almost everything is imported, prices are high. There are magically supported versions produced locally but that doesn’t really lower the price, higher quality because they don’t travel, but more expensive to produce to start.