A Free City on the north coast of the Circle Sea — smuggler’s boomtown, church frontier, and the party’s base of operations in Sessions 4–5.

Source

Most of the background on this page is from the GM’s Halwa design notebook, shared with the table 2026-08-15 and cited (GM). Raw original: Sources/Halwa_and_the_Free_Cities_GM_Design_Notebook_v1.md — that file is verbatim; this page applies canonical names. Haroun lived here for years, so treat it as background the party broadly has. Where the notebook differs from older player-facing material — most notably demographics — the notebook wins.

Overview

  • Originally an Imperial naval and logistics outpost, built to log a coastal forest of tall, straight shipbuilding trees. The forests were exhausted, the declining Empire let go, and the locals kept using the harbor. (S4, GM)
  • The city survived because the infrastructure outlived its purpose: ships still needed docks, water, repair, provisioning, and markets — legitimate commerce and pirate resale alike. (GM)
  • The modern city is a product of the post-Schism trade regime: with direct Hazad–Western trade prohibited, the Free Cities became the intermediary ports, and Halwa grew from ~5,000 to ~15,000 over the last four decades — plus a recent wave of refugees and migrants from The Troubles. (S4, GM)
  • Peoples (GM): the old local clans are close ethnic and linguistic relatives of the Hazadi — the local dialect is mutually intelligible with Hazadi (see Languages). By 1739 the old local population and the newer Eastern/Hazadi immigrants are probably about equal in size, with a substantial Western minority besides — mixed, but majority Cardacci. Exact percentages are deliberately unfixed. The GM notes this supersedes the older “majority local” shorthand. The local/Hazadi boundary is socially much less conspicuous than the boundary between either group and the Westerners.
  • Plague-free so far, kept out by the Harbormaster’s unusually strict offshore quarantine. (S5, GM)
  • Locally famous for dates, spicy peppers, and a lively street-food culture. The standard visitor’s line: Halwa is a dump, but the food is excellent. (GM)

The City Itself (GM)

  • A recognizable old inner district surrounds the surviving Imperial works — older, better built, and wealthier. The great works are the ancient stone docks and sea wall (protection against ordinary storms and erosion — nothing supernatural), plus Imperial cisterns and wells that remain central to civic life.
  • Beyond the core the city sprawls without planning: shoddy boom-era construction, improvised housing, tents. Wealth is visible less as luxury than as durable walls, reliable water, and private security.
  • No city wall. The old garrison fortifications were quarried for building material long ago.
  • The harbor works can be maintained but not reproduced — the engineering skill of the Old Empire is gone. Inherited infrastructure, in somewhat better repair than the other Free Cities’, is Halwa’s whole competitive edge.

Who Runs Halwa (GM)

Nobody, formally. There is no civic government; the city runs on a loose agreement among whoever holds enough practical power — a coordination mechanism, not a legislature. The durable core:

  • The chiefs of the five clans — Zaka, Ma’a, Uru, Qaaya, Kalumu; see Clans of Halwa
  • The Harbormaster of Halwa — an apprenticeship-continuity office descended from the Imperial harbor administration
  • The dock crews — in practice a sixth gang

Church heads, prominent merchants, and other figures participate when circumstances make their cooperation necessary. Wealth or usefulness can buy years of de facto council standing without a formal seat — Sister Alasia, seated in effect for the Western immigrant community, is the GM’s own example. When the powers agree, the city complies; when they don’t, there is simply no municipal policy.

Jurisdiction is territorial. No citywide police or courts: within a clan’s territory that clan is the first authority for crime and disputes; the harbor belongs to the Harbormaster and the dock crews. Not lawlessness — overlapping norms, locally enforced.

External security runs on deterrence, not walls. Halwa is worth more to everyone as an independent port than as a possession, and it has a long tradition of ugly asymmetric resistance to outside control — see Kraus’s Folly. Opposition to a would-be conqueror is one of the few causes that reliably unites the clans.

Faith (GM)

One of the few places anywhere that Eastern Church and Western Church congregations function side by side — a practical accommodation born of trade and migration, not a theological reconciliation. The clergy have long run on an informal truce: politely ignore each other, quietly cooperate when necessary, never call it cooperation. Father Ignazio’s harder line is putting that truce under new pressure. Neither hierarchy considers Halwa a prestigious posting.

Economy (GM)

Maritime middleman services: transshipment, warehousing, provisioning, brokerage, ship repair, harbor dues, and everything that feeds off passing ships and merchants. Local crafts serve local demand, not export. The surrounding coastal strip cannot feed the city — food comes in from several directions, which makes the harbor life support rather than mere livelihood, while denying any single supplier leverage over the city.

Current Developments (S4, via Achmed)

  • Fajan the Younger succeeded his father violently atop one of the clans — later identified by the GM as the Uru clan
  • Father Ignazio, a western priest, arrived recently and has angered the Uru clan
  • The harbormaster took three new apprentices (he goes through many)
  • Refugee squatters reported at Kraus’s Folly — which turned out to be very wrong; see The Lord of Kraus’s Folly

Current Developments (S5)

  • Gang violence is escalating, widely blamed on the recent leadership changes among the Clans of Halwa — including an attack on “some newcomers” the other day, which was the party.
  • Someone is killing gang leaders — half a dozen during the party’s desert trip, across multiple clans, the worst-reputation ones first; rumoured to be unusual in some way, and the clans are frightened. It is Madeline Foussard. The rate was dropping by the time the party sailed.
  • The Eagle Knights have drawn down. There used to be a larger presence; after the Owl incident they cut it back and adopted a more observational approach.
  • Father Ignazio is not landing. Expats are skeptical: they understood Sister Alasia’s Maker Protect!, and his Maker Smite! sermons are going over badly.
  • The harbormaster is inspecting ships from the west for the plague, which is still running through the western kingdoms — see his page for how far he takes it.
  • Friction between older and newer expats is the dominant social complaint.
  • Two days north into the high desert lies the Sanctum of Sethariel — the Monastery of the Dawn site, and sanctum #1.

Party Connections

  • Haroun was stationed here as Uncle’s agent before joining the party; an unnamed agent replaced him, and Achmed serves as Uncle’s Factor from an estate near the docks. (S4)
  • Sister Alasia of the western church is an old contact of Haroun’s — reached at last in S5. See The Halwa Ambushes.
  • An Owl/Eagle confrontation here ~4 years ago burned a city block and ended with Owl knights captured; an earlier, quieter Owl visit came 5–10 years ago. (S4)

Why It Matters