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Delzimmer was a port city located on the Gulf of Luiren in southern Faerûn. The city was known as the gateway to the East Rift because of the large amount of dwarven goods that flowed through the city.[9]

GeographyEdit

Government & PoliticsEdit

Delzimmer had no nobles,[11] but was ruled by the four most powerful merchant families.[12]

Law & JusticeEdit

Sometime in the city's past there was an undeclared turf war between rival builders, rival merchants, and rival satraps that involved many fatal building collapses and bedroom fires that spread to consume entire houses. Nothing was ever proven, but the public outcry was so great that they convinced a high-ranking priest of Tyr to convene a council to forge a system of laws, enforcement, and justice. Out of this three-day council, (marred by fights, injuries, and disappearances), came a code of law known as the Kauladd, a system of property deeding and insurance known as "ethrael", and a provision for enforcing the law, adjudicating infractions and complaints, giving restitution to the victims, and punishing the guilty.[13][14]

The KauladdEdit

Here is the Kauladd as written by the Council of Delzimmer. Notes on how the Kauladd was interpreted follow each Law.[15][16]

Law the First: These rules shall apply to all who dwell in or are present in Delzimmer and within clear sight of its walls.
The Kauladd applied to all beings in buildings, underground, or above ground inside the city and out to about a hundred yards (ninety meters or so) outside the walls in any direction. It did not apply to those who were away, even if they owned property in town.
Law the Second: Kill not what is not thine. Penalty: Striking off of a hand, exile, and forfeiture of property.
Killing a beast or a slave that was owned, one's own child before puberty, and oneself were all legal. The guilty could sell or carry away their portable property, but all land, buildings, and non-portable goods became property of the nagra.
Law the Third: Steal, damage, or destroy not what is not thine. Penalty: Replacement of what has been taken, damaged, or destroyed, plus payment of equal fines to the injured and the city.
Theft, vandalism, arson, maiming, or permanent wounding were forbidden. The fine could be up to twice the value of the property affected or the judged value of the harm done. The full fine amount was paid to both the injured and the city for its trouble.
Law the Fourth: Compel not. Penalty: Payment of equal fines to the injured and the city, and/or floggings and loss of liberty.
This law covered fraud and confidence scams as well as threats of physical violence by any means (force, arms, or menace). Jail time, if any, was decided by the kala.
Law the Fifth: Throw not. Penalty: On-the-spot flogging, plus arrest under the Third Law, if applicable.
Any sort of missile or object that was hurled with intent to harm, damage goods, threaten, or cause an accident was illegal.

HistoryEdit

Prior to the spellplague, the city was located hundreds of miles inland, near the western border of the halfling realm of Luiren. Delzimmer's fortunes took a dramatic turn for the better when the spellplague collapsed Luiren into the Gulf of Luiren, making the city a port.[10]

Sometime in the city's past there was a rash of catastrophic building failures, often fatal to the occupants. At first, these disasters were mostly the result of overly ambitious builders making structures too tall for the footing, or inadequately designed to withstand the heavy rains, floods, and harsh winds of winter,[17][8] or both. As time went on, building standards improved and there were fewer disasters, but people began to notice who acquired the land after a collapse—invariably it was a rival satrap or builder, a personal enemy, or a debtor of the victim—and public outcry reached new heights. Some concerned citizens posted neighborhood watches (employing children with horns and lamps to watch at night and sound the alarm) and eventually caught a crew of building saboteurs who were promptly slain by an angry mob.[13][14]

Toppling buildings became rare, but mysterious bedroom fires became much more frequent than normal, often with the same results.

Notable LocationsEdit

InhabitantsEdit

Most of the city's residents were humans, although some elves and dwaves also lived in the city.[21]

ReferencesEdit

  1. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition (Map). (Wizards of the Coast). ISBN 0-7869-1836-5.
  2. 2.0 2.1 Thomas Reid (October 2004). Shining South. (Wizards of the Coast), p. 171. ISBN 0-7869-3492-1.
  3. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. 46–47. Retrieved on 2016-09-03.
  4. Ed Greenwood (2002-04-03). Part #38: Life in Delzimmer. Elminster Speaks. Wizards of the Coast. Retrieved on 2017-06-29.
  5. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. 48–49. Retrieved on 2016-09-03.
  6. Ed Greenwood (2002-05-01). Part #40: Delzemaeran Delicacies, Part 2. Elminster Speaks. Wizards of the Coast. Retrieved on 2017-06-29.
  7. 7.0 7.1 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. 42–43. Retrieved on 2016-09-03.
  8. 8.0 8.1 8.2 Ed Greenwood (2002-02-20). Part #35: A First Glance at Delzimmer. Elminster Speaks. Wizards of the Coast. Retrieved on 2017-06-29.
  9. 9.0 9.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 121. ISBN 978-0-7869-4924-3.
  10. 10.0 10.1 Tim Pratt (March 2012). Venom in Her Veins Kindle Edition. (Wizards of the Coast), p. Kindle 641. ISBN 0786959843.
  11. Tim Pratt (March 2012). Venom in Her Veins Kindle Edition. (Wizards of the Coast), p. Kindle 635. ISBN 0786959843.
  12. Tim Pratt (March 2012). Venom in Her Veins Kindle Edition. (Wizards of the Coast), p. Kindle 639. ISBN 0786959843.
  13. 13.0 13.1 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. 50–51. Retrieved on 2016-09-03.
  14. 14.0 14.1 Ed Greenwood (2002-05-29). Part #42: Doings in Delzimmer, Part 1. Elminster Speaks. Wizards of the Coast. Retrieved on 2017-07-05.
  15. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. 51–52. Retrieved on 2016-09-03.
  16. Ed Greenwood (2002-06-12). Part #43: Doings in Delzimmer, Part 2. Elminster Speaks. Wizards of the Coast. Retrieved on 2017-07-05.
  17. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. Retrieved on 2016-09-03.
  18. Tim Pratt (March 2012). Venom in Her Veins Kindle Edition. (Wizards of the Coast), p. Kindle 2524. ISBN 0786959843.
  19. Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. p. 40. Retrieved on 2016-09-03.
  20. Ed Greenwood (2002-02-06). Part #34: Malthuk's Tower. Elminster Speaks. Wizards of the Coast. Retrieved on 2016-09-17.
  21. Tim Pratt (March 2012). Venom in Her Veins Kindle Edition. (Wizards of the Coast), p. Kindle 3273. ISBN 0786959843.

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