About: Halruaa   Sponge Permalink

An Entity of Type : dbkwik:resource/xoykDFxJFBgF02W_HRnEzw==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Halruaa is a country in southern Faerûn created by survivors of the ancient empire of Netheril. Halruaa is ruled by a magocratic council of elders headed by a wizard-king. It is the source of many wild and fantastic tales, as little is known about it among the vast majority of outsiders.

AttributesValues
rdf:type
rdfs:label
  • Halruaa
rdfs:comment
  • Halruaa is a country in southern Faerûn created by survivors of the ancient empire of Netheril. Halruaa is ruled by a magocratic council of elders headed by a wizard-king. It is the source of many wild and fantastic tales, as little is known about it among the vast majority of outsiders.
  • Halruaa is a land of wizards in the fictional fantasy setting of the Forgotten Realms. The fabled, quiet and wealthy magocracy of Halruua is justly depicted as a land of wonders. Created by archwizards foreseeing the fall of Netheril, this land combines the peace and harmony of Cormyr with the magic powers of Thay (Like Thayans, they practice circle magic and two thirds of Halruaans have magical powers of some sort).
  • Halruaa, as of 1372 DR, was a land of magic, renowned for its electrum mines. Ruled by Netyarch (wizard-king) Zalathorm Kirkson in the capital city of Halarahh, the fabled, quiet and wealthy magocracy was justly depicted as full of wonder. Created by archwizards foreseeing the fall of Netheril, Halruaa combined the peace and harmony of Cormyr with the magic powers of Thay. Nearly all arcane casting Halruaans were wizards, with one third of the total populace having some sort of magical powers. With such ever-present power, it was likely that their strict laws or perhaps their inherent nature had prevented their entire nation from catastrophic civil wars. During the the Year of Blue Fire, the whole kingdom and the surrounding area was devastated by the Spellplague. To save their realm, Halr
dcterms:subject
Row 1 info
  • Country
Row 2 info
  • Council of Elders
Row 1 title
  • Type
Row 2 title
  • Ruler
Row 3 info
  • Halarahh
Row 3 title
  • Capital
dbkwik:annex/prope...iPageUsesTemplate
dbkwik:baldursgate...iPageUsesTemplate
dbkwik:forgotten-r...iPageUsesTemplate
dbkwik:forgottenre...iPageUsesTemplate
Exports
roads
  • yes
Box Title
  • Halruaa
Races
  • Humans, dwarves, halflings, elves, half-elves
Country
  • Halruaa
Name
  • Halruaa
Caption
  • Map of Halruaa
Government
Settlements
  • yes
imagewidth
  • 370(xsd:integer)
mountains
  • yes
Inhabitants
  • yes
Population
  • 1675000(xsd:integer)
  • 1700000(xsd:integer)
Ruler
  • King Zalathorm
  • Netyarch Zalathorm Kirkson
Area
  • 175000(xsd:integer)
Capital
Religions
Organizations
  • yes
Locations
  • yes
Imports
  • Exotic magical items, precious metals
abstract
  • Halruaa, as of 1372 DR, was a land of magic, renowned for its electrum mines. Ruled by Netyarch (wizard-king) Zalathorm Kirkson in the capital city of Halarahh, the fabled, quiet and wealthy magocracy was justly depicted as full of wonder. Created by archwizards foreseeing the fall of Netheril, Halruaa combined the peace and harmony of Cormyr with the magic powers of Thay. Nearly all arcane casting Halruaans were wizards, with one third of the total populace having some sort of magical powers. With such ever-present power, it was likely that their strict laws or perhaps their inherent nature had prevented their entire nation from catastrophic civil wars. During the the Year of Blue Fire, the whole kingdom and the surrounding area was devastated by the Spellplague. To save their realm, Halruaan wizards shifted the kingdom into Abeir, leaving behind the Plaguewrought Land. When the Spellplague ended a century later, Halruaa returned to Toril.
  • Halruaa is a land of wizards in the fictional fantasy setting of the Forgotten Realms. The fabled, quiet and wealthy magocracy of Halruua is justly depicted as a land of wonders. Created by archwizards foreseeing the fall of Netheril, this land combines the peace and harmony of Cormyr with the magic powers of Thay (Like Thayans, they practice circle magic and two thirds of Halruaans have magical powers of some sort). Well protected by mountain ranges on three sides acting as natural fortifications (Nathaghal-North Wall, Muaraghal-East Wall, and Lhairghal-West Wall) and the Great Sea along the south and lead by a score of diviners, Halruaans live in a perfect haven. They don't really want to leave their place except for adventuring and why would they? Nowhere else in Faerûn would they find a better place than home. The nation is divided into sections by three rivers that meet at Lake Halruaa in the center. Along its northern shores lies the small capital city of Halarahh, with around 8000 habitants. Halruaa is not safe from harm, though. They are constantly under the threat of the Crinti marauders from Dambrath and next to them (although separated by a mountain range) lies Rethild, the Great (and cursed) Swamp.
  • Halruaa is a country in southern Faerûn created by survivors of the ancient empire of Netheril. Halruaa is ruled by a magocratic council of elders headed by a wizard-king. It is the source of many wild and fantastic tales, as little is known about it among the vast majority of outsiders.
is Allegiances of
is formerhomes of
is Region of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software