Harzo

Pfiskeuerfaire (Graiian)

Freepuddlian(s)

Gupfiskeuerfairel

**Harzo** (pronounced: /haɾzoː/ HAR-zoh), also known natively as **Freeport,** or **Pfiskeuerfaire** (pronounced: /fɪskoʏɐfɐ/ fis-KOY-a-fair), or by the moniker **the Windless City**, was formerly the capitol city of the Four Great Human Kingdoms and the only one of them still standing.

## Geography

Dolomar was built upon the River Basilica next to a lake where the first Black Door was found. Using the power of the Black Door, their alliance with the Greys, and the rich iron and emerald mines of Mt. Hava, the city soon became a powerhouse that could not be ignored by the tribes of the Dolomari Heartlands.

## Government

Main article: The Idrüwedt Kingdoms
Dolomar was ruled by 10 High Lords comprised of two delegates from each of the Fingers. These delegates would be chosen by the Court on the Mount, a supposedly neutral council of Aasimar and Tiefling monks who made the final decisions on who would rule the city and nation.

### Law and Order

The City Watch was the local police force and in addition to capturing criminals, its members settled petty disputes, gave directions, summoned medical and priestly aid, generally performing duties that promoted the idea that Dolomar was a city open to all who knew how to behave themselves.

### Crime

Crime exists in Dolomar, but not too much.

## Trade

As of (insert date), marble was transported from Berstock to Dolomar.

Dolomar was the start of several trade routes:

* The Marble Road, the trade route to the south,
* The Verdant Road, the trade route to the north. and east.
* The Western Moor-Road, the trade route to the west.

## Defenses

Main article: Armed Forces of Harzo
Dolomar maintained two separate armed forces, the City Watch and City Guard. The City Guard served as Waterdeep's soldiery and its members staffed garrisons, road patrols, and watchposts, and served as bodyguards and gate guards. The Watch was the local police force.

## History

Main article: History of Harzo
Dolomar was used as a trading site for trade activities between northern tribesmen and southern merchants from (insert date) onward. By (insert date) permanent farms had sprung up in the area.

## Notable Locations

Places

More Places

Oh hey another place

## Inhabitants

### Guilds

Main article: Guilds of Harzo
It was said that the Lords ruled Dolomar but did not truly run it. This was quite true, in that there were a number of other factions who made up Dolomar. The most noticeable were the guilds—powerful merchant and craft organizations that controlled much of the life-blood of the city.

### Nobility

Main article: Nobility of Harzo
The most prominent members of Dolomarian society were the nobility related to the High Lords and their kin.

### Merchants

Third, a rising merchant class existed outside the standard guilds. These were caravan and coster operators, and they used Waterdeep as a destination for their caravan goods. More shops offered a variety of different goods because of this growing group. The most notable of these new merchants was the retired adventurer Alexia Somethingorother, who established a magical retail organization to supply a wide number of patrons across the West with specialized items.

### Adventurers

A large host of adventurers flooded the city at any given time. Some established themselves as citizens of good standing and remained permanently, while others drifted off for other climes or met their ends in back-alley brawls. Mostly, only adventurers of high standing or with good connections could even enter the city, let alone do business there. Nevertheless, a thriving hub of mercenary groups and secret societies looking to influence the city and make some money has established itself in the city. There is no official adventurer's guild of any kind, as adventuring is not a profession. The Magisterium often has tasks for those willing to risk the dangers, though.

## Culture

Given its size and influence, Dolomar was a cosmopolitan city with a diverse population of citizens. While humans comprised the majority of its populace, it was home to large number of elves, predominantly high elves, humans, lightfoot halflings, half-elves and gnomes.

### Fashion

Dolomari culture called for a sort of minimized display of status when it came to the clothes one would wear. While all manner of dress could be seen on the city streets, guild members would only don their livery when conducting official business or meetings, during important holidays or while on ventures outside Waterdeep proper. Nobles would only display their crests or coat-of-arms in subtle affectations, such as a signet ring or other understated jewelry, while their servants wore clothes that were fully emblazoned with their house heraldry.

### Religion

Dolomar had a huge variety of faiths, and the odds were that if a deity was worshiped somewhere in Kemal, it had at least a follower (or likely a wandering priest or two, and maybe a shrine) in the City of Light.

The city was the central hub of the Constructed Magisterium, the largest religious organization in Kemal.

### Festivals and Holidays

In addition to the standard festivals of the Calendar of Doldesh, there were several festivals and holy days held in Harzo:

## Transportation

Dolomar was characterized by its broad and busy streets and boulevards. Its heavy traffic, a constant during all day and most of the night, was monitored by the traffic wardens of the City Watch. The streets were kept well maintained and signaled by the Scriveners', Scribes', and Clerks' Guild, who manufactured and installed labels and signs in all intersections.

Public transportation was available in Dolomar through several options:

* Drays were large, two-floored collective carriages that held a large number of seats and traveles through preset trajectories along the main boulevards. Fares varied between 2 and 4 nibs.
* Hire-coaches were two-wheeled, two-seat carriages that could be called and dispatched to specific locations. Hire-coach drivers roamed the city streets in search for passengers, who could call a free coach with a shout. Fares, agreed upon in advance, rarely exceeded 6 shards.
* Carriages were luxury vehicles that could accommodate up to 8 passengers comfortably. Prices varied, but usually carriages and their respective drivers and servants were hired for an entire day