Differences
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| + | ====== Sharn ====== | ||
| + | <WRAP box bggreen fgblack 400px left :en> | ||
| + | |||
| + | <panel type=" | ||
| + | {{ : | ||
| + | ^ Alias | La Cité des Tours, La Cité des Couteaux, La Cité des Âmes Perdues, La Ville des Milles Yeux, La Porte vers Xen' | ||
| + | ^ Grosseur | ||
| + | ^ Pays | [[Brelande]]| | ||
| + | ^ Gouvernement | ||
| + | ^ Dirigeant | ||
| + | ^ Population | ||
| + | ^ Races | 33% [[Humains]]\\ 17% [[Nains]]\\ 10% [[Hobbits]]\\ 09% [[gobelinoides]]\\ 08% [[Gnomes]]\\ 06% [[Demi-Elfes]]\\ 05% [[Elfes]]\\ 03% [[Changelins]]\\ 02% [[Orcs]]\\ 07% Autre | | ||
| + | </ | ||
| + | {{: | ||
| + | </ | ||
| + | https:// | ||
| + | |||
| + | < | ||
| + | |||
| + | Distrait par la vue dans le ciel, j'ai failli entrer dans un guerrier de fer. C'est la première fois que j'en vois un, mais il y a tellement plus de choses que je n'ai jamais vues dans cette ville. Là-bas, un elfe tatoué marchande avec un hobbit masqué, discutant du prix d'un chiche-kebab de lézard. Au-dessus d'eux, une gargouille les surveilles depuis son perchoir. Je rassemble mes sens et je continue d' | ||
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| + | |||
| + | **Sharn** is the most populous city in all of [[Khorvaire]], | ||
| + | |||
| + | Sharn is known as [[The Cité des Tours]], but has also been called many other names, including The City of Knives, The City of Perdu Souls, The City of a Thousand Eyes, the Gateway to [[Xen' | ||
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| + | |||
| + | Sharn, the Cité des Tours, the jewel of old Galifar – Our glorious metropolis is known by many names, and its legend stretches across the globe. Every day thousands of people pass through Sharn. Merchants from distant lands offer Sarlonan silks, Zil elixirs, dragon turtle meat from the Mer Enragé, and other fantastic goods. Brelon farmers stream down the Old Road bearing the harvest; Sharn has many mouths to feed, and the edge of the Dagger is barren and hard. Ambassadors rub shoulders with aristocrats, | ||
| + | |||
| + | |||
| + | |||
| + | ====== Geography ====== | ||
| + | Sharn looms atop the cliffs Belvédèreing the Hilt, a bay at the mouth of the [[Fleuve de la Dague]] in southern Breland. The city sits upon the foundation of an ancient hobGobelin city. Below that, a rumored lake of molten lava rests, but its presence can be felt only in the lowest parts of Sharn, the Cogs. | ||
| + | |||
| + | The inhospitable outcropping that Sharn sits on allows the city to grow only in vertical height. This might have been a problem for other cities, but Sharn happens to be located within a [[Zone De Manifestation]] linked to the plane of [[Syranie|Syranie, | ||
| + | |||
| + | ===== Cityscape ===== | ||
| + | It was discovered that the spells that create and reinforce the buildings, are stronger if they build off the towers already created. So when a new tower is built, it is designed to anchor off of two or more of the towers below it, the power needed for spells used to maintain is significantly less. For example, this "pile on" effect allows Skyway to exist as its lift spells borrows from ALL the towers below it. The spells maintain the structural integrity of load bearing walls all the way into the earth. This leads to the interesting architecture. Every tower tries to anchor off of two or three or four of the towers below it, so the lowest structures are dim at best, since direct light is blocked by the of the towers above it. Like series of blocks piled haphazardly on each other, the city looks more like a trunk of a banyan tree, then a series of bamboo shoots. | ||
| + | |||
| + | Sharn is in a warm wet climate and beautiful tropical foliage will grown on every surface if allowed. One way to define an Upper district is by being full of light and air and vines and flowers. The towers above shade the Middle district so they only get indirect light and less wind.They are dim places of pale vines , shade loving plants and mild breezes. The lower district , however, are dark, dank places. The numerous structures above them, block the light and winds. Nothing grows there and the air is humid and stagnant. | ||
| + | |||
| + | |||
| + | ====== Cityscape ====== | ||
| + | Sharn is a vertical city. It is divided up into five distinct plateaus, as well as a district built into the sides of the cliff near the [[Fleuve de la Dague]]. The five plateaus are known as Central Plateau, Menthis Plateau, Northedge, Dura, and Tavick' | ||
| + | |||
| + | Each section of the city is further divided into smaller districts. | ||
| + | ====== Arrondissement de Sharn ====== | ||
| + | |||
| + | La ville de Sharn est divisée en 5 " | ||
| + | |||
| + | RISING: | ||
| + | THE SHAPE OF SHARN | ||
| + | Sharn i s the largest city i n Khorvaire, with a population of half a million people. Humans make up about a third of that number, and dwarves are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelins have communities in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to the city, along with tourists, spies, merchants, and folk hoping to find their fortune in the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It's an important port for anyone dealing with Aerenal, Xen' | ||
| + | The city is primarily made up of these quarters: | ||
| + | • Central Plateau | ||
| + | • Dura | ||
| + | Menthis Plateau | ||
| + | • Northedge | ||
| + | • Tavick' | ||
| + | At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core towers. The district of Skyway floats above the highest towers, while the tunnels of the Cogs stretch out below the lower city. In between those extremes, each of the quarters is divided into an upper ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name. More information about each of the wards and the districts in them appears later in this chapter. | ||
| + | |||
| + | |||
| + | <TEXT align=" | ||
| + | ---- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Hôtel de Ville | ||
| + | * Archives de la ville | ||
| + | * Tour d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Le Korranath | ||
| + | * [[sharn: | ||
| + | * Manoir de Riak | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Bureau de la [[fondation_du_routard|Fondation du Routard]] | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Domaine Tomollan | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Galerie Aurore | ||
| + | * Auberge du Dragon Gris | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Parc du Bord de Ciel | ||
| + | * Le Corps de Garde | ||
| + | |||
| + | \\ \\ | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Le Musée des Beaux-Arts Brelons | ||
| + | * La Citadel | ||
| + | * [[sharn:Les Compagnons d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Enclave Tharashk | ||
| + | * Agence d' | ||
| + | * Enclave Bombardier | ||
| + | * Enclave Lyrandar | ||
| + | * Enclave Kundarak | ||
| + | * Enclave Siri | ||
| + | * Maison Tarkanan | ||
| + | |||
| + | * **[[sharn: | ||
| + | * [[sharn: | ||
| + | * Cathédrale de la Flamme Purificatrice | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Garnison de la Pointe de l' | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Marché de la Foire Commerciale | ||
| + | \\ | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Chambres à louer de Marquan | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Gallérie de Sava | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * La Cantine aux Oeufs d'or | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | |||
| + | <TEXT align=" | ||
| + | ----- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Garnison de Garde-dague | ||
| + | * Taverne L'Or et Blanc | ||
| + | * Garnison Talain | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Métier à tisser de Clebdecher | ||
| + | * Chez Moraggan | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Clocher des Pégases, enclave de la [[:Maison Létourneau]] | ||
| + | |||
| + | * **[[sharn: | ||
| + | * La Citadelle du Soleil, temple de [[:Dol Arrah]] | ||
| + | * Le Câlin d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | * La Lumière Rassembleuse | ||
| + | * Hilatashka | ||
| + | * Sanctuaire d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * L' | ||
| + | * [[sharn:La Guilde des Aventuriers de Sharn]] | ||
| + | * Le Trésor du Dragon | ||
| + | * Le Chaud Dragon | ||
| + | * [[: | ||
| + | * Enclave de la [[:Maison Siri]] | ||
| + | * Enclave de la [[:Maison Tharashk]] | ||
| + | * Kavv | ||
| + | * Maison de guérison de Kurala | ||
| + | * Le Marché Mystique | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Les Lames de Caerlyn | ||
| + | * Sanctuaire du [[:Le Geolier|Geôlier]] | ||
| + | * Vundry | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * La Tour Creuse | ||
| + | * Le Roi du Feu | ||
| + | * Domaine du Talan | ||
| + | |||
| + | * **[[sharn: | ||
| + | | ||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Fumoir de Caasht | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Manoir Normandin | ||
| + | * [[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Auberge de l' | ||
| + | * Le Miroir Fissuré | ||
| + | * Les Brumes d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Les Ravers | ||
| + | * Église de Pierre Noire | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Auberge de la Pierre de Sang | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Dar San | ||
| + | * Maison Kundarak | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <TEXT align=" | ||
| + | ---- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Davandi : Couture Fine | ||
| + | * Théâtre Khavish | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Le Jardin de Galdin | ||
| + | * Petite Xen' | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Temple des Arts | ||
| + | * La Corne d'Or | ||
| + | * La Grande Scène | ||
| + | * Salle de concert Kavarrah | ||
| + | * Livres et reliure de Haftak | ||
| + | * [[:Morgrave Sans Frontières]] | ||
| + | * Opéra de Sharn | ||
| + | * Théâtre de l' | ||
| + | * [[: | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Sanctuaire de L' | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * L' | ||
| + | * Théâtre Classique | ||
| + | * Le Mizano | ||
| + | * Le Dragon Étoilé | ||
| + | * Salle Thovanic | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * L' | ||
| + | * Neuf Chanceux | ||
| + | * Maison de Savia | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Le Diamant | ||
| + | * Restaurant Quatre Voiles | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Gailan | ||
| + | * Théâtre des Dix Flambeaux | ||
| + | |||
| + | \\ | ||
| + | * **[[sharn: | ||
| + | |||
| + | \\ \\ | ||
| + | |||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | |||
| + | <TEXT align=" | ||
| + | ----- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Enclave de la Maison Garda | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Palais de justice des Douze Piliers | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Les Crystaux de Denion | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * La Maison Grise | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * La Pierre angulaire | ||
| + | * Arbres de pierre | ||
| + | * Bec et Ongle | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Maison Brunet | ||
| + | * Maison Garda | ||
| + | * Maison Siri | ||
| + | * [[sharn: | ||
| + | * Investigations Karr' | ||
| + | * [[:La Guilde des Étoiles et des Ombres]] | ||
| + | * Yeux Rouges | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Le Calice Sanglant | ||
| + | * Slogar | ||
| + | * La Maison d' | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Maison Garda | ||
| + | * Maison Kundarak | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Casino de Chance | ||
| + | * L' | ||
| + | * Chez Velour | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Gare de Terminus - Maison Orléans | ||
| + | * Maison Siri | ||
| + | * Maison Garda | ||
| + | * Maison Lyrandar | ||
| + | * Maison Létourneau | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <TEXT align=" | ||
| + | ----- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Les Portes du Passage | ||
| + | * La Maison du Repos | ||
| + | * Le Chêne | ||
| + | * La Morelle Noire | ||
| + | * La Branche d' | ||
| + | * La Racine Sinueuse | ||
| + | * Le Voile de Chair | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Donjon d' | ||
| + | \\ \\ | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Donjon de la Flamme Froide | ||
| + | * Guarde de Daca | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Le Sanctuaire de Fathen le Martyr | ||
| + | * Le Repos de l'Ours | ||
| + | * Au Cheval et au Foyer | ||
| + | * Le Trou à Rats | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | |||
| + | <TEXT align=" | ||
| + | ---- | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | Ce district flotte au-dessus du Plateau Central et de Menthis, construit au sommet d'une île de nuages solidifiés. Les personnes les plus riches de Sharn vivent ici. | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Restaurant le Portail Azure | ||
| + | * Restaurant de l' | ||
| + | * Parc du Bassin de Nuage | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Restaurant du Dragon des Nuages | ||
| + | * Manoir Tain | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | Des bateaux transportent des marchandises et des passagers jusqu' | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * Tour Gardienne | ||
| + | \\ | ||
| + | * **[[sharn: | ||
| + | * Tombe d' | ||
| + | * Le Mausolée de Gath | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | <well size=" | ||
| + | <TEXT align=" | ||
| + | <WRAP col2 :en> | ||
| + | * **[[sharn: | ||
| + | * La Forge-Bastion Bombardier | ||
| + | * Forge Keldoran | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Le Bassin des Larmes d' | ||
| + | * Le Marteau Rouge | ||
| + | |||
| + | * **[[sharn: | ||
| + | * Shamukaar | ||
| + | * Le Dragon Blessé | ||
| + | * Le Temple des Six | ||
| + | * La Citadelle du Cercle Fermé | ||
| + | |||
| + | * **[[sharn: | ||
| + | |||
| + | * **[[sharn: | ||
| + | </ | ||
| + | \\ | ||
| + | **Personne d’intérêt: | ||
| + | </ | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | ====== Culture ====== | ||
| + | {{: | ||
| + | With several hundred thousand people inhabiting Sharn, it's no surprise that the city is one of the most culturally diverse cities in [[Khorvaire]]. From the lush red carpets of Upper City theaters to the dank taverns in the lower slums, Sharn' | ||
| + | |||
| + | |||
| + | ==== Sporting events ==== | ||
| + | *[[Hrazhak]] | ||
| + | *[[Joutes aériennes]] | ||
| + | *[[Six Pierres]] | ||
| + | |||
| + | SPORTS AND GAME S | ||
| + | As befits a metropolis that boasts people o f all cultures, Sharn hosts a wide variety of sports and athletic events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower Nor.thedge. The ogres of the Cogs are fond of tugs-of-war, | ||
| + | |||
| + | |||
| + | ====== Leadership ====== | ||
| + | Although the [[Le Maire]] appears to have the most power in the Sharn government, in actuality it's the Conseil de Ville who appoints the [[Le Maire]]. The Conseil de Ville also commands the Sharn Watch. [[Le Conseil de Sharn]] is made up of a Conseiller from each ward in the city (although Cliffside is merged into Dura, and one Conseiller represents both Noircendre and Osnoires), to a total of 17 Conseillers. The Conseil de Ville establishes laws, determines how to use resources (taxes), and also appoints high officers of the city. While the Conseil de Ville holds the true power, the [[Le Maire]] does represent considerable influence in Sharn by being in direct contact with the Brelon Crown. | ||
| + | |||
| + | ====== Groupes Influents ====== | ||
| + | <WRAP col2 :en> | ||
| + | *[[Le Conseil de Sharn]] | ||
| + | *[[sharn: | ||
| + | *[[La Citadelle du Roi]] | ||
| + | *[[sharn: | ||
| + | *[[les_maisons_de_marques]] | ||
| + | **[[Maison Bombardier]] | ||
| + | **[[Maison Garda]] | ||
| + | **[[Maison Kundarak]] | ||
| + | **[[Maison Phiarlan]] | ||
| + | **[[Maison Siri]] | ||
| + | *[[Foreign Powers]] | ||
| + | **[[Aérénal]] | ||
| + | **[[Aundair]] | ||
| + | **[[Cyre]] | ||
| + | **[[Darguun]] | ||
| + | **[[Droaam]] | ||
| + | **[[Karrnath]] | ||
| + | **[[Les Principautés De Lhazaar]] | ||
| + | **[[Les Bastions de la Nation]] | ||
| + | **[[Riedra]] | ||
| + | **[[Q' | ||
| + | **[[Les Plaines De Talenta]] | ||
| + | **[[Thrane]] | ||
| + | **[[Valénar]] | ||
| + | **[[Zilargo]] | ||
| + | </ | ||
| + | |||
| + | ====== Guildes et Organisations ====== | ||
| + | GUILDS AND GROUPS | ||
| + | Guilds and similar associations abound in Sharn. Their headquarters are places where people can find the company of fellow professionals, | ||
| + | All the guilds associated with the dragonmarked houses are well represented in Sharn; most have guildhalls in the Dragon Towers district of Middle Central. Aside from those groups, the city features a number of less populous associations, | ||
| + | |||
| + | |||
| + | <WRAP col2 :en> | ||
| + | * [[guildes_d_aventuriers]] | ||
| + | * [[sharn: | ||
| + | * [[sharn: | ||
| + | |||
| + | * [[Le Cercle de la Musique]] | ||
| + | | ||
| + | * [[Cercles de Magiciens]] | ||
| + | * [[L' | ||
| + | * [[La Guilde des Étoiles et des Ombres]] | ||
| + | * [[Le Cercle Fermé]] | ||
| + | |||
| + | *Services de Mercenaires | ||
| + | * [[Maison Garda]] | ||
| + | * [[Guilde des Épées Certifiées]] | ||
| + | * [[Guilde des Défenseurs]] | ||
| + | * [[sentinelle_marechal]] | ||
| + | |||
| + | * Crime Organisé | ||
| + | * [[Clan Saputo]] | ||
| + | * [[Daask]] | ||
| + | * [[Maison Tarkanan]] | ||
| + | * [[sharn: | ||
| + | |||
| + | * Conspirateurs de l' | ||
| + | * [[L' | ||
| + | * [[Le Rêve Obscur]] | ||
| + | * [[enfants_de_l_hiver|The Enfants de l' | ||
| + | * [[Cultes du Dragon d' | ||
| + | * [[Les Seigneurs Des Cendres]] | ||
| + | * [[L' | ||
| + | * [[Cultes Rayonnants]] | ||
| + | </ | ||
| + | |||
| + | \\ \\ | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | **Getting Oriented** | ||
| + | |||
| + | Sharn sprawls between the Dagger and the Hilt. Its fabled towers rise more than a mile into the air. To find your way around the city, you must think both horizontally and vertically. If you were to look down upon the city from above, you would be able to identify five distinct sections or // | ||
| + | |||
| + | Vertically, these clusters of towers are broken into three distinct levels or //wards//. Thus a citizen of Sharn may refer to Upper Central, Middle Dura, or Lower Northedge. | ||
| + | |||
| + | Each ward is further divided into three to nine // | ||
| + | |||
| + | In addition to the five quarters, there are other regions of note. If you arrived by boat you will have already seen // | ||
| + | |||
| + | GETTING AROUN D | ||
| + | Sharn is an enormous city, and traveling on foot from | ||
| + | one side of the city to the other can be time-consuming. | ||
| + | Here are some travel-time guidelines: | ||
| + | • It takes at least 30 minutes to cross a ward. | ||
| + | • If you're traveling between wards, add 30 minutes for | ||
| + | each ward you pass through. | ||
| + | • Dura and Tavick' | ||
| + | the time it takes to move through one of them. | ||
| + | For instance, traveling from Lower Menthis to Upper | ||
| + | Central involves passing through three wards (taking | ||
| + | a bridge from Lower Menthis to Lower Central, then | ||
| + | ascending two levels) and can take 90 minutes or longer. | ||
| + | Not all the quarters are linked to one another by | ||
| + | bridges. The connections that do exist include these: | ||
| + | • Central Plateau has bridges that lead to Northedge | ||
| + | and Menthis. | ||
| + | • Dura is connected to Tavick' | ||
| + | • Tavick' | ||
| + | Northedge. | ||
| + | Menthis is connected to Tavick' | ||
| + | and Central. | ||
| + | • Northedge is connected to Central and | ||
| + | Tavick' | ||
| + | Traveling from district to district involves the use of | ||
| + | bridges and ramps, along with magic lifts-vast floating | ||
| + | disks that slowly ascend and descend along threads of | ||
| + | mystical energy. Lifts are mainly used to move cargo | ||
| + | and can be up to 30 feet in diameter. Most lifts have rails | ||
| + | but aren't fully enclosed; if combatants fight on a lift, | ||
| + | someone falling or being pushed off the edge is always a | ||
| + | possibility. | ||
| + | For a speedier journey through the streets, House | ||
| + | Orien manages a system of carriages for hire. Taking | ||
| + | an Orien carriage cuts travel time in half and costs 2 cp | ||
| + | per ward traveled. Flight is, of course, the fastest way | ||
| + | to get around in Sharn, cutting travel time down to onesixth | ||
| + | of the walking pace (5 minutes per ward). It's also | ||
| + | more expensive, at 2 sp per ward. The most common | ||
| + | form of aerial transport is the aérobus, but many flying | ||
| + | mounts, including hippogriffs, | ||
| + | and giant owls, can be found for hire around the city. | ||
| + | |||
| + | |||
| + | ====== Transport ====== | ||
| + | |||
| + | Marcher de la Porte de Wroann au Sommet de l' | ||
| + | |||
| + | Pour ceux qui souhaite ce détendre et qui ne sont pas pressé, la [[:Maison Orléans]] entretient un réseau de diligence qui parcourent des itinéraires établis à travers la ville. Elles prennent du temps pour atteindre leur destination mais elles sont confortables et abordables. | ||
| + | |||
| + | Pour ceux qui ont de l' | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | If it becomes important to know how long it takes to get from one place to another, use the following rules of thumb:\\ | ||
| + | |||
| + | ^Destination | ||
| + | |In same district|3d6 minutes | ||
| + | |In same district | ||
| + | |Adjacent district | ||
| + | |Farther away |6d6 x5 minutes|2d6 x5 minutes| | ||
| + | |||
| + | A group can reduce this time by 1/2 if one character makes a successful DC 15 Knowledge (local) check | ||
| + | |||
| + | Sharn Travel Times | ||
| + | |||
| + | |||
| + | |||
| + | Travel in Sharn can be unpredictable. Residents joke that it takes about an hour to get anywhere, whether it's just down three levels in the same tower or all the way across town. Of course carrosse aérienes reduce the time dramatically compared to walking from place to place, and character who really know their way around (As well as characters who are willing to frequently ask for directions along the way) can get to their destinations more quickly than newcomers who refuse to display their ignorance.\\ | ||
| + | Magic lifts move people vertically from the cogs to the upper_city. Mule drawn wagons carry loads across the suspended roads and skybridges that crisscross the city. Horses move among the towers either carrying riders or pulling carriages and many people walk whenever possible.\\ | ||
| + | **By Foot**\\ | ||
| + | |||
| + | |||
| + | ^Destination | ||
| + | |Destination in Same District | ||
| + | |Destination in Same District | ||
| + | |Destination in Adjacent District | ||
| + | |Destination farther than Adjacent District|6d6 X 5 Minutes| | ||
| + | |||
| + | carrosse aérienes can be found at the Orléans Gare in Porte des Rouages (in Palier de Tavick Inférieur), | ||
| + | Other ways to get around include aéroluges, and aile-planantes brought to the city by Talenta hobbits living in Petites Plaines (in Millieu de Menthis). A few citizens ride more exotic flying mounts, ranging from griffons and hippogriffs to Géant eagles and owls, but these are hard to stable in most areas of the city. (Voie du Ciel is the only district with ample stable area for large flying mounts.)\\ | ||
| + | carrosse aérien Fare is a standard rate of 1sp per mile throughout the city. Thus it is possible to get from Palier de Tavick Inférieur to Haute Dura, the most extreme distance, for 6 sp.\\ | ||
| + | **Flight**\\ | ||
| + | |||
| + | |||
| + | ^Destination | ||
| + | |Destination in Same District | ||
| + | |Destination in Same District | ||
| + | |Destination in Adjacent District | ||
| + | |Destination farther than Adjacent District|2d6 X 5 Minutes| | ||
| + | |||
| + | * A party can reduce this time by one_half if one character makes a successful DC 15 Knowledge (Local) or Gather Information check. | ||
| + | |||
| + | |||
| + | </ | ||
| + | |||
| + | |||
| + | **Things to See** | ||
| + | |||
| + | Whether you're here for business or pleasure, Sharn has much to offer. | ||
| + | |||
| + | * | ||
| + | |||
| + | **Shopping** | ||
| + | |||
| + | |||
| + | SHOPPING CENTERS | ||
| + | Sharn contains a number of major shopping districts. The Tradefair district in Middle Central focuses on top-quality goods-everything you'll need to maintain a wealthy or aristocratic lifestyle. North Market in Lower Northedge has a fine selection of common goods. Almost anything can be found in the Bazaar of Middle Dura, as long as you're not concerned about the origin of secondhand goods. Tavick' | ||
| + | |||
| + | HEALING | ||
| + | House Brunet operates houses o f healing throughout the city, largely in the middle and upper wards. The Panaceum in Dragon Towers (Middle Central) is the primary Brunet enclave. The houses' | ||
| + | |||
| + | COMMUNICATION SERVICES | ||
| + | Need to get a message to someone? I f you're not in a hurry, the Orien post has boxes throughout the city; you can mail a letter for 1 cp. Hiring a courier generally costs between 5 cp and 5 gp, depending on the size of the package and where you need it delivered. You can find Sivis message stations in almost every upper and middle ward, and if you absolutely have to contact someone instantly, the Sivis enclave in the Dragon Towers district (Middle Central) can perform a sending spell for 200 gp. | ||
| + | House Tharashk has brought an innovation to message | ||
| + | delivery in Sharn: the use of gargoyles. Tharashk has several of these creatures in its employ, and these flying couriers are a quick way to get a message across the city. If you spot a gargoyle without a burden, you can flag it down, and it costs 5 gp to deliver a letter or a small package. | ||
| + | |||
| + | SPELLCASTING SERVICES | ||
| + | Magewrights and adepts can b e found i n every district of Sharn, selling their services. Standard prices are summarized on the Magewright Casting Fees table. | ||
| + | M A G E W R I G H T CAST I N G F E E S | ||
| + | Spell Level | ||
| + | 1 st | ||
| + | 2nd | ||
| + | 3rd | ||
| + | Price | ||
| + | 25 gp | ||
| + | 50 gp | ||
| + | 100 gp | ||
| + | These costs can vary depending on the spell and the spellcaster, | ||
| + | |||
| + | * | ||
| + | |||
| + | **Worship –**The district of Tours Souveraines is home to two of the largest temples in Breland: the Pavilion of the Host and the Cathédrale de la Flamme Purificatrice. On festivals and holy days, Tours Souveraines is a center of celebration and devotion. Among the many shrines spread throughout the city are a few sacred sites that bring pilgrims from across Khorvaire: the Great Hall of Aureon, the Korranath, and deep below the city, the Pool of Onatar' | ||
| + | * | ||
| + | |||
| + | **Entertainment –** From the theaters of Tavick' | ||
| + | * | ||
| + | |||
| + | |||
| + | **Dining –** | ||
| + | **What to Avoid** | ||
| + | |||
| + | Every city has its darker side, and Sharn is no exception. La Falaise, Lower Dura, the Cogs – all of these places can be dangelrous for a wandering tourist, especially one laden with gold. If possible, avoid these areas completely; under no circumstances should you allow anyone to take you to the Gobelinoid settlements of Dura or the subterranean district known as Porte du Khyber. While these places have never been safe, there has been a considerable increase in violence over the last few years; our investigations suggest that a group of immigrants from Droaam have upset the balance of power in the criminal underworld, and this violence often spills into the lower wards. | ||
| + | |||
| + | These beasts are not the only source of violence. In the wake of La Dernière Guerre, our Le Maire graciously allowed many refugees to take residence in the lower wards, and old wounds sometimes rise to the surface, causing riot and bloodshed. | ||
| + | |||
| + | Many tourists are intrigued by the idea of seeing the wreckage of the Glass Tower but we must advise against it. The district of Godsgate was in decline before the disaster, and after the Glass Tower fell in 918 AR, Godsgate was left in ruins. Today it is known as Effondré, and it is a place best left alone. | ||
| + | |||
| + | Some adventuresome souls are intrigued by tales of ancient Gobelin ruins deep beneath the city, rumored to reach all the way into Khyber. Do not seek out the past! These ruins were sealed off long ago to prevent the unwise from releasing buried horrors or triggering ancient traps. While they still draw foolhardy adventurers and treasure hunters, we hope that you will be wise enough to avoid this glittering lure. | ||
| + | |||
| + | Finally, we urge you to turn away anyone who encourages the use of dreamlily, absentia, dragon' | ||
| + | |||
| + | **A Final Word** | ||
| + | |||
| + | We have spoken of the many wonders and dangelrs of Sharn. In both instances, we have barely scratched the surface of what awaits you. Sharn is filled with beauty but, just as a rose has its thorns, the city holds hidden threats for the unwary. Enjoy yourself but exercise caution. Don't trust too easily, and be careful whom you angelr; even the most innocent-seeming person may have powerful allies. A casual insult could result in a swift trip to the bottom of the Dagger. | ||
| + | |||
| + | Now, call for a carrosse aérien and make your way into the clouds. Treat yourself to a meal at the Horizon Céleste, then catch the latest show at the Grand Stage. Sharn awaits! | ||
| + | |||
| + | |||
| + | |||
| + | {{page> | ||
| + | {{tag> | ||
| + | {{tag> | ||
| + | |||
| + | |||
| + | |||
| + | Sharn is a massive fantasy metropolis. The largest and most diverse city in all of Khorvaire , Sharn is anything but boring. It is a maze of towers that reach hundreds upon hundreds of feet into the air, with people, carrosse aérienes, Gargouilles and all manner of things milling about. Here you'll find a few maps to get you oriented, a district by district look at the city, as well as a few informative essays on the city. In each district it there is an overview of the district, the important figures and places within, and any other useful knowledge. | ||
| + | |||
| + | **[[welcome_to_the_city_of_sharn|Welcome to the City of Sharn]]** _ A welcome flier written by the Sharn Tourist Bureau\\ | ||
| + | **[[sharn: | ||
| + | **[[sharn: | ||
| + | **[[the_government_of_sharn|The Government of Sharn]]** | ||
| + | |||
| + | **[[sharn: | ||
| + | **[[finding_someone_in_sharn|Finding Someone in Sharn]]**\\ | ||
| + | **[[sharn: | ||
| + | **[[Marqué par le Dragon_houses_in_sharn|Maisons Marquées Du Dragon in Sharn]]** | ||
| + | |||
| + | **[[sharn: | ||
| + | **[[sharn: | ||
| + | |||
| + | ====== Maps ====== | ||
| + | |||
| + | The Vertical City | ||
| + | |||
| + | |||
| + | **[[sharn: | ||
| + | |||
| + | |||
| + | **[[the_cogs|Les Rouages]]** _ Are the churning heart of the city, full of forges and foundries powered by steaming geysers, molten lava, and bound fire Élémentaires. Extending far below the foundations of Sharn' | ||
| + | |||
| + | **[[sharn: | ||
| + | |||
| + | |||
| + | The towers and districts of Sharn are divided up 3 ways. First there are the major tower groups known as Arrondissements, | ||
| + | So for example; Foire Commerciale district is in the Plateau Central du Milieu District of the Plateau Central Arrondissement and Porte de Malleon District is within the lower Dura district of the Dura Arrondissement. Voie du Ciel is another story, it floats above Sharn just in the clouds.\\ | ||
| + | This all comes into play when trying to get around as it does take a little bit of local knowhow to get around, and get around quickly. Travel times around Sharn are [[sharn: | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | There has been a major settlement on the Hilt of the Fleuve de la Dague since before recorded history. The current metropolis, Sharn, has existed since the formation of the original [[five_nations|Cinq Nations]], about seven hundred years after Humains rose to prominence on the continent. For more than two millennia, the towers of Sharn have grown, rising thousands of feet into the sky. This vertical expansion has given the metropolis its title: The Cité des Tours. | ||
| + | |||
| + | ===== Configuration of Sharn ===== | ||
| + | |||
| + | |**[[sharn: | ||
| + | |[[sharn: | ||
| + | |**[[sharn: | ||
| + | |**[[sharn: | ||
| + | |**[[sharn: | ||
| + | |[[sharn: | ||
| + | |||
| + | |||
| + | \\ | ||
| + | **See also:** [[sharn: | ||
| + | A riot of architectural styles and designs play through the city’s impressive skyline. From its deepest foundations to its highest spires, Sharn displays the history of the continent for all to see. Heavy, oppressive Gobelinoid architecture provides the base for much of the city, its stonework reaching back to a time when Humains did not exist on this continent. Atop this ancient foundation, the periods of Humain civilization stack one on top of the other as the city reaches for the clouds. | ||
| + | |||
| + | [[http:// | ||
| + | |||
| + | The Cité des Tours can be as impressive as it can be oppressive. The same skyscrapers of stone can make one person laugh with excitement and another weep from the size and weight and impossible heights. Whatever emotion the city inspires, the place remains a bustle of activity at all hours of the day and night. With a tremendous array of cultural, culinary, and commercial delights to sample, and its position as the gateway to [[xen_drik|Xen' | ||
| + | |||
| + | Sharn rises from the cliffs Belvédèreing the Hilt, a wide bay at the mouth of the Fleuve de la Dague. This inhospitable outcropping of rock allowed the city to grow in only one direction—up. The ports at the base of the cliffs load and unload cargo and passengers from seafaring vessels, raising and lowering goods and travelers alike on massive lifts operated by ropes and pulleys that travel through the neighborhood of Flanc de Falaise. This workingclass region is built into and upon the steep cliffs Belvédèreing the river and bay. At the top of the cliffs, the rock walls seamlessly blend into the earliest stonework laid in ancient times. Here, the city and its amazing towers really begin. | ||
| + | |||
| + | [[http:// | ||
| + | |||
| + | Sharn is situated within a " | ||
| + | |||
| + | [[http:// | ||
| + | |||
| + | Sky coaches slowly move from tower to tower, transporting people. Other ways to get around the city include walking (almost every tower can be reached by multiple bridges that connect the platforms and walkways at different levels), lifts that ride up and down and side to side along magical strands of light, and Mageproduit animals trained to carry passengers within the city’s limits. | ||
| + | |||
| + | There’s a popular saying on the elevated streets of Sharn: “If it can be bought, it can be bought here.” Magasins and trading stalls abound, usually gathered in trade districts, open_air markets (called “exchanges”), | ||
| + | |||
| + | Some shops jut from the sides of walls and bridges, ramshackle structures of wood hastily thrown together or built around a crack in the stone. Others occupy prime space set aside for such purposes and leased from tower landlords. The tower markets present the most elaborate market exchanges, where shops selling different wares sit side by side and one atop the other inside the open cavity of a tower or multistory blockhouse. | ||
| + | |||
| + | Beyond these more or less legitimate business ventures, Sharn boasts a thriving black market where everything from exotic fruits and animals to illegal spell components and stolen goods can be traded. Sharn’s authorities do their best to curtail this activity, if for no other reason than so proper taxes can be collected, but supply and demand make it next to impossible to really control. This leads to another popular saying: “If someone wants it, someone sells it in Sharn.” | ||
| + | |||
| + | . | ||
| + | |||
| + | [[morgrave_university|Université Morgrave]], with its glass walls and rough_and_tumble approach to scholarly pursuits, was founded in Sharn and to this day maintains its main campus in the Cité des Tours. The institute of “learning, | ||
| + | |||
| + | [[http:// | ||
| + | |||
| + | The [[sharn: | ||
| + | |||
| + | The criminal element thrives in Sharn. It’s all about location, location, location, and the city serves as a crossroads for both legitimate and illicit trade. Indeed, some crime lords run extensive and respected legitimate businesses as cover for their illegal activities. A few of these enjoy the privileges of a high standing in the community and even donate a portion of their wealth to various charities and charitable organizations. If the La Sureté knows about their double lives (and many believe that it must), it is content to pretend that the good they do outweighs the evil. | ||
| + | |||
| + | Other than one woefully inadequate attack from the sea that barely scratched the cliff walls rising from the bay, the [[last_war|La Dernière Guerre]] never reached Sharn — at least not in the sense of marching armies and occupation forces. The Cité des Tours did have to contend with spies, saboteurs, terrorists, and waves of refugees as the years of bloody conflict dragged on. Perhaps the worst event during those years occurred in [[history|918 AR]], when unknown saboteurs (no one ever claimed responsibility for the act) caused the Glass Tower to fall from the sky, killing thousands. | ||
| + | |||
| + | . | ||
| + | |||
| + | . | ||
| + | |||
| + | ====== Layout ====== | ||
| + | |||
| + | |**[[sharn: | ||
| + | |[[sharn: | ||
| + | |**[[sharn: | ||
| + | |**[[sharn: | ||
| + | |**[[sharn: | ||
| + | |[[sharn: | ||
| + | |||
| + | **See also:** [[sharn: | ||
| + | |||
| + | . | ||
| + | |||
| + | | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | Finding Someone In Sharn | ||
| + | |||
| + | |||
| + | |||
| + | A city as large as Sharn offers plenty of places to hide (see Hiding, page 21). Consequently, | ||
| + | |||
| + | Do_it_yourself types who don't want to (or can't) pay an détective have other alternatives, | ||
| + | |||
| + | ==== Hiring an détective ==== | ||
| + | |||
| + | An détective' | ||
| + | |||
| + | An détective who brings magical resources to bear in the course of a case charges typical rates for spellcasting: | ||
| + | Spell Minimum Cost*\\ | ||
| + | Clairaudience/ | ||
| + | Discern location 1,200 gp\\ | ||
| + | Locate creature 280 gp\\ | ||
| + | Locate object 60 gp\\ | ||
| + | Scrying 280 gp | ||
| + | |||
| + | *The minimum cost assumes the lowest caster level that allows casting the spell. Higher_level casters produce better results and charge correspondingly more. | ||
| + | |||
| + | |||
| + | |||
| + | Sharn Architecture | ||
| + | |||
| + | |||
| + | |||
| + | Sharn consists of a number of Commun elements that take on amazing proportions within the city’s dizzying heights. These features are described below. | ||
| + | |||
| + | === TOWERS === | ||
| + | |||
| + | The towers of Sharn range in height from about 100 feet to nearly a mile tall, but their basic construction resembles that of a traditional castle or other stone building. Extensive magic goes into their construction, | ||
| + | The streets of the ancient city have been swallowed up as towers were built updistrict and lower walls thickened, to the point that now the towers tend to merge at ground level into a solid maze of walls, jumbled together with no discernable pattern.\\ | ||
| + | Most towers are roughly 800 to 2,500 feet in diameter at the bottom, narrowing to about 200 to 600 feet in diameter at the top. Some have narrower spires extending farther updistrict. Every tower is built of magically reinforced stone, with hardness 16 and AC 3. Climbing a tower wall requires a DC 22 Climb check. A typical Lower_ City exterior wall is 15 feet thick, with 2,340 hp per 10_foot section. In the Middle_City, | ||
| + | In general, a tower has one story per 10–12 feet of height. Ceilings tend to be lower (and stories packed more closely together) at lower levels and higher toward the top levels, but there are certainly exceptions (warehouse towers, for example, usually have high ceilings).\\ | ||
| + | Stories might also be sub divided: a popular residential design features an open central plaza, 20 feet or more\\ | ||
| + | in height, surrounded by two_story homes built as if hanging off the wall of the tower. A minor variation on this design has even higher ceilings and three_story units surrounding the plaza, with the bottom story of each unit housing a business. Most towers are studded with balconies, riddled with windows, and connected to neighboring towers with bridges. | ||
| + | |||
| + | === BALCONIES === | ||
| + | |||
| + | Balconies range from simple ledges with protective railings where a homeowner can step outside to enjoy the sunset, to large platforms where skycars can land to discharge passengers. Most towers have at least one balcony per story; many towers have many more balconies, at least at certain levels. Since flying is so prevalent in the city, any balcony is a potential entry point to a tower. Balconies opening into businesses or residences can be secured by some\\ | ||
| + | means, ranging from a simple door or portcullis to magical means such as a wall of force or an alarm spell. A great number of balconies, particularly the larger ones, open into public space. | ||
| + | |||
| + | === STREETS === | ||
| + | |||
| + | Streets run through the towers of Sharn, allowing horses, mules, and wagons to travel in a fairly normal fashion within the city. Unlike the streets of a typical city, most of these streets are broad thoroughfares rather than twisting alleyways, either suspended high above the ground, arcing around towers, or constructed through the center of a tower or other building. As described in the Dungeon Master’s Guide, these streets are 25 feet wide with 5_foot_wide\\ | ||
| + | walkways on either side.\\ | ||
| + | Because the streets of Sharn are almost entirely indoors, most are artificially lit with Lanterne Éternelles or everburning torches. In general, the upper levels have the best lighting, while torches in the Cogs are spaced so far apart as to leave large spaces of darkness. | ||
| + | |||
| + | === BRIDGES === | ||
| + | |||
| + | Most bridges connect the streets running through the towers, allowing wagons and pedestrians to cross from one spire to the next. As such, they are generally as wide as the streets. Low walls along the edges of a bridge prevent people from falling accidentally. Major bridges can be as wide as 50 feet across, and actually have structures built along the edges, crowding the roadway down to a width of 10 feet or so. Such bridges are popular sites for street fairs and open markets. A great number of narrower bridges span the gulfs between towers as well, not designed for carrying wagons but for facilitating pedestrian traffic. These bridges are five to ten feet wide and almost always have low walls or railings. | ||
| + | |||
| + | === LIFTS === | ||
| + | |||
| + | One of the most important uses of magic in Sharn is in the creation of magic lifts to facilitate vertical travel between the levels of towers. Particularly at lower levels, ramps wind around the inside or outside of large towers to get wagons from level to level, but at higher levels special levitation devices carry passengers and even cargo up and down within the towers. | ||
| + | |||
| + | === FALLING === | ||
| + | |||
| + | Falling from potentially deadly heights presents a constant danger in the Cité des Tours. Whether a character is bull_rushed over the side of a bridge, knocked from a aéroluge, or thrown off a balcony, the sudden stop far below can have deadly consequences. Fortunately, | ||
| + | Bridges in the Upper_City and Middle_City are also districted with permanent feather fall effects to protect those using them from falling bodies and other large objects. Such districts are triggered automatically when an object approaches within 30 feet of the top or sides of a bridge. This is effectively a magic trap that resets automatically and immediately.\\ | ||
| + | A popular magic item among those that can afford one, a feather fall talisman is a single_use item containing a feather fall spell. The trick to using this item is timing. Because it works only once and lasts for a single round, it must be activated within 60 feet of the ground in order to protect its wearer from falling damage. Since falls in Sharn can involve heights of a mile or more, this is not always easy to accomplish.\\ | ||
| + | A DC 10 Wisdom check can be used to determine if a character successfully times activation. | ||
| + | |||
| + | |||
| + | WATC H YOU R STEP! | ||
| + | As befits the City of Towers, Sharn i s also a city of | ||
| + | bridges and balconies. These thoroughfares and outcroppings | ||
| + | can be extremely narrow or comfortably wide. | ||
| + | Although most of them are bounded by walls or railings, | ||
| + | there' | ||
| + | you or someone you know will go over the edge. So, how | ||
| + | do residents cope with this risk? | ||
| + | Those who can afford it usually carry a feather token | ||
| + | as insurance. No token? Don't panic! Because of | ||
| + | the maze of bridges and spans connecting the towers, | ||
| + | there' | ||
| + | than a hundred feet before impacting on a lower bridge. | ||
| + | Though this alone might seem like small comfort, it's | ||
| + | also true that the major bridges in the upper and middle | ||
| + | wards are enchanted with feather fall effects that trigger | ||
| + | automatically, | ||
| + | passerby in your descent. | ||
| + | Many different outcomes could follow a lengthy fall. | ||
| + | The Falling in Sharn table presents a few possibilities. | ||
| + | |||
| + | FALLI N G I N S H A R N | ||
| + | d8 Result | ||
| + | You fall hundreds offeet before striking the ground at | ||
| + | the base of the towers. | ||
| + | 2 You fall 3d6 x 10 feet before striking a bridge. A major | ||
| + | bridge in an upper or a middle ward will have a feather fall enchantment; | ||
| + | landing. | ||
| + | 3 You fall 2d4 x 10 feet and land in a passing aérobus, | ||
| + | possibly injuring a passenger. | ||
| + | 4 You fall 4d4 x 5 feet and strike an outcropping, | ||
| + | pole, or projecting statue. If you survive, you're still | ||
| + | precariously perched on the edge of a tower or bridge. | ||
| + | 5 You fal l past a hippogriff-make a successful DC 1 5 | ||
| + | Dexterity (Acrobatics) check to catch its leg! | ||
| + | 6 A gargoyle or giant owl catches you-then threatens | ||
| + | to drop you if it doesn' | ||
| + | 7 You can fly! Actually, a nearby wizard or artificer casts | ||
| + | featherfall to save you, but for a moment it felt l i ke | ||
| + | you can fly. And now the spellcaster wants payment. | ||
| + | 8 You strike a small air elemental that was d rawn to the | ||
| + | city. Doing this cushions your fall, but now you're on top of an air elemental. | ||
| + | |||
| + | Sharn As A Gateway To Xen' | ||
| + | |||
| + | |||
| + | |||
| + | Many adventurers come to Sharn solely to get someplace else, using the city as a launching point for an expedition to the ancient ruins and trackless jungles of Xen' | ||
| + | |||
| + | The Flanc de Falaise district is a good place to find ship captains experienced in the passage to Xen' | ||
| + | |||
| + | Cap_Tempête, | ||
| + | |||
| + | ==== Expedition Arrangements ==== | ||
| + | |||
| + | If a group of adventurers manages to secure employment on an expedition to Xen' | ||
| + | |||
| + | The organizer of the expedition secures letters of marque for the characters. | ||
| + | |||
| + | The organizer usually arranges for transportation to Xen' | ||
| + | |||
| + | The organizer provides rations and mundane equipment, usually consisting of anything in the " | ||
| + | |||
| + | The organizer has the right to claim any treasures that the adventurers recover on their expedition, presumably for research purposes or for display in the Dezina Museum. The adventurers may keep or sell any items the organizer does not claim, and the organizer typically offers a guarantee of a minimum amount of gold. | ||
| + | |||
| + | Sometimes an expedition organizer accompanies the characters on the expedition, while other organizers prefer to remain in the relative safety of Sharn. When the organizer accompanies the expedition, it is assumed that the adventurers give highest priority to protecting the organizer' | ||
| + | |||
| + | ==== Guides ==== | ||
| + | |||
| + | As the gateway to Xen' | ||
| + | |||
| + | Sometimes visitors to Sharn need guides within the city itself. City guides are easy to find: they usually cluster around arriving Orléans Train Fulgurant coaches, Aéronefs, and river vessels, hoping to solicit business from newly arrived visitors. These guides — often very young individuals — are inexpensive and tend to highlight the great tourist attractions of the city, which is sufficient for many visitors' | ||
| + | |||
| + | City guides of a different caliber can be found in Tours des Ambassadeurs. Most of the escort services in this district emphasize companions who are knowledgeable about the city and its attractions as well as being enjoyable company in other ways. | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | AFTERMATH OF WAR | ||
| + | Far from the front lines, Sharn never fell under siege | ||
| + | during the Last War. Regardless, the war's impacts affected | ||
| + | the city's citizens and continue to even today. | ||
| + | PHYSICAL DAMAGE | ||
| + | Although Sharn was never subjected to a sustained | ||
| + | assault, it didn't avoid damage. On many occasions, | ||
| + | commandos and saboteurs launched significant attacks | ||
| + | inside Sharn. The most infamous of these was the | ||
| + | Aundairian attack that brought down the floating Glass | ||
| + | Tower, devastating the district now known as Fallen. In | ||
| + | any of the lower or middle wards, you might encounter | ||
| + | evidence of the conflict in the form of a shattered bridge, | ||
| + | a building collapsed by an arcane explosion, or an area | ||
| + | some say is haunted because of the large number of people | ||
| + | killed there during the war. | ||
| + | PSYCHOLOGICAL SCARS | ||
| + | There are places in the city that house people who suffered | ||
| + | because of the actions of other nations. For example, | ||
| + | many of the residents of Dura hold all Aundairians | ||
| + | responsible for the destruction of Fallen. In another | ||
| + | district, folk could hate the Karrns for an undead attack | ||
| + | that occurred during the war, and a different group | ||
| + | |||
| + | could blame Thrane for the siege of Vathirond. These | ||
| + | kinds of sentiments can shape the feelings of an entire | ||
| + | district, but in the city as a whole there are far more | ||
| + | people who have personal burdens to carry than those | ||
| + | who feel resentment toward particular nations. For | ||
| + | instance, on an individual level, most members of the | ||
| + | Sharn Watch might not care about a gnoll being seen in | ||
| + | a neighborhood, | ||
| + | front during the war might be out for revenge. Warforged | ||
| + | are sometimes also the targets of this sort of prejudice; | ||
| + | a person whose friends were killed by warforged | ||
| + | soldiers might resent all such creatures. | ||
| + | SHORTAGE S | ||
| + | Because the ink is barely dry on the Treaty of Thronehold | ||
| + | and relationships between the signatories are | ||
| + | still being normalized, Sharn doesn' | ||
| + | from a lot of commerce with other nations. Problems | ||
| + | could arise from a short supply of any imported goods, | ||
| + | whether this manifests as inflated prices, the need for | ||
| + | rationing, or certain items being simply unavailable. The | ||
| + | factors of supply and demand also play into smuggling | ||
| + | and the black market; some desirable goods might be | ||
| + | available only through the Boromar Clan. | ||
| + | |||
| + | REFUGEES AND VICTIMS | ||
| + | Cyran refugees have filled the district of High Walls in | ||
| + | Lower Tavick' | ||
| + | also home to a significant number of refugees from elsewhere | ||
| + | in Breland-people whose homes and villages | ||
| + | were destroyed during the war, and who have come to | ||
| + | Sharn in search of new lives. The city also has its share | ||
| + | of other people harmed during the war, soldiers and civilians | ||
| + | with severe physical or psychological injuries. All | ||
| + | these folk are most likely to be found in the lower wards. | ||
| + | They aren't just poor; they' | ||
| + | seek vengeance against those they blame for their pain. | ||
| + | |||
| + | GUIDE TO THE C ITY | ||
| + | WHEN YOU LIVE ON THE INSIDE LOW, YOU NEVER SEE | ||
| + | the sun. People hear " | ||
| + | spires, the sort of thing you see poking up in the corner of | ||
| + | your lord's keep. We 've got those, and lots of 'em. But the | ||
| + | foundation of the city is the core towers. The walls of these | ||
| + | towers are so thickyou could fit your lord's castle in one. | ||
| + | You've got your outside districts where you get the open | ||
| + | air, built on the bridges and platforms that connect the | ||
| + | core towers together. You 've got the little turrets, built | ||
| + | on the core tower walls and the bridges between. You 've | ||
| + | got the folk in the middle, who live and work in the walls | ||
| + | themselves. And then you 've got those of us on the inside, | ||
| + | our districts entirely contained in the hollow well | ||
| + | of a great tower. Whenyou look up in Callestan, | ||
| + | twinkling lights, to be sure. But those aren't stars, and that | ||
| + | isn't the sky. You 're looking up through a mile of bridges | ||
| + | and platforms crossing the well, looking up at the districts | ||
| + | above you. | ||
| + | You live up high, you can touch the sky. In the middle you | ||
| + | can still see the sun. Down on the inside low, all we have is | ||
| + | gloom and the constant drip, water and worse descending | ||
| + | from the city above us. | ||
| + | -A street urchin describing Sharn | ||
| + | Sharn is the most cosmopolitan city on the continent. | ||
| + | Describing all the activities and offerings in the city | ||
| + | could fill an entire book. Here's a summary of what you | ||
| + | need to know to appreciate the city to the fullest. | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | LI FESTYLE A N D STA N DA R D S OF LIVI N G | ||
| + | I n Sharn, a s i n any l a rge com m u nity, d i fferent segments | ||
| + | of the population occupy different places in the economic | ||
| + | spectrum. The terms that D&D uses to quantify lifestyle | ||
| + | expenses-wretched, | ||
| + | wealthy, and aristocratic (see " Expenses" | ||
| + | the Player' | ||
| + | an indicator of what it costs for someone to live in a given | ||
| + | area, a n d also of the costs of goods and services there. | ||
| + | For i nstance, a restaurant that i s said to serve food | ||
| + | of comfortable qual ity is one where a patron who lives | ||
| + | a comfortable lifestyle (or better) can afford a nyth ing | ||
| + | on the menu. | ||
| + | |||
| + | E DUCATION AND RE SEARC H | ||
| + | Morgrave University, though not the most respectable | ||
| + | institution of higher learning in Khorvaire, has an extensive | ||
| + | library that boasts definitive collections of lore | ||
| + | in certain fields, particularly arcana, dungeoneering, | ||
| + | geography, and history. Characters seeking knowledge | ||
| + | in any of these fields or others ought to be able to find resources | ||
| + | in the library to aid their search. The university | ||
| + | is an excellent source of sages who hire their services | ||
| + | out on a short- or long-term basis. Even those who profess | ||
| + | to be sages but have no connection to the university | ||
| + | tend to cluster around Morgrave, with their homes and | ||
| + | businesses almost all located in the University, Den' | ||
| + | and Ivy Towers districts of Upper Menthis. | ||
| + | Another important site for certain kinds of research is | ||
| + | the City Archive, in the Highest Towers district of Upper | ||
| + | Central. The archive contains exhaustive historical documents | ||
| + | of Sharn; birth, death, and marriage records; | ||
| + | and copies of legal documents such as identification | ||
| + | papers and letters of marque issued in the city. Access | ||
| + | to these records, however, is more restricted than to the | ||
| + | contents of the Morgrave library. | ||
| + | Those who want to further their research through | ||
| + | some hands-on experience might find undiscovered lore | ||
| + | in the lowest regions of Sharn, where sewers and tunnels | ||
| + | snake through ancient ruins. Similarly, the crypts | ||
| + | of the City of the Dead might hold some relevant historical | ||
| + | information. | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | CITY GOVERNMENT | ||
| + | Sharn has many people in positions of power: beadles, | ||
| + | ministers, bailiffs, and all manner of minor functionaries | ||
| + | and officials. But ultimate power rests in the hands | ||
| + | of the City Council. That body has seventeen members: | ||
| + | one for each ward in the city, plus representatives from | ||
| + | Skyway and the Cogs. Each ward has its own process | ||
| + | for selecting a Conseiller, and there are no legal restrictions | ||
| + | on who can govern; if you build up a strong base of | ||
| + | support in a ward, you could hold the position yourself! | ||
| + | The members of the City Council are quite diverse. | ||
| + | Some are crooked, others are idealists, and one of them | ||
| + | appears to be an owl. All of them are well known in their | ||
| + | home wards, and any of them could have use for a team | ||
| + | of adventurers. The Sharn Conseillers table describes | ||
| + | a few of the city leaders you might bump into in Upper | ||
| + | Central or at the Tain Gala. If your character has the noble | ||
| + | background, you might already know one of them. | ||
| + | |||
| + | |||
| + | S H A R N CO U N C I LO R S | ||
| + | d12 Conseiller | ||
| + | Sorik Sensos (human) represents M iddle Central. An | ||
| + | elder statesman and a brillant orator, he is rumored | ||
| + | to be i nvolved in a web of bribery and graft. | ||
| + | 2 Sava Kharisa (human) is the outspoken cou ncilor | ||
| + | from Lower Central. Si nce taking her seat, she has | ||
| + | fo ught to i m p rove cond itions for the lower classes of | ||
| + | Sharn, and she has made many enem ies on the cou n · | ||
| + | cil and beyond . | ||
| + | 3 Thurik Davandi (gnome) represents Upper M enthi s . | ||
| + | 4 | ||
| + | He is known to have ties to Zilargo and the Boromar | ||
| + | Clan, a n d reportedly loves intrigues a n d blackmail. | ||
| + | Savia Potellas (hu man) h a s her hand in the entertai n m | ||
| + | e n t i n d u stry o f Lower M enthis. She hopes t o red uce | ||
| + | the influence of organ ized crime in her d i strict, but | ||
| + | it's a dangerous game. | ||
| + | 5 Maza Thadian (elf) represents U pper N orthedge. A | ||
| + | venerable elf a n d owner of one of the fi nest restaurants | ||
| + | i n Sharn, she fights to maintain trad ition but | ||
| + | defi nitely puts the needs of the wealthy ahead of the | ||
| + | poor. | ||
| + | 6 Shassa Tarr (shifter), from Lower N orthedge, represents | ||
| + | the i nterests of the merchants and sh ifters of | ||
| + | her ward. S h e is a c u n n ing d iplomat a n d devoted to | ||
| + | her constituents. | ||
| + | 7 Bestan du Tonn (halfl ing) has represented U pper Tavick' | ||
| + | Landing for thirty years, and largely views h i s | ||
| + | ward as a separate city with i n t h e city. H e has a reputation | ||
| + | for stirri ng up confl ict and setting the other | ||
| + | cou ncilors against one another. | ||
| + | 8 Kilk (changeli ng) represents the merchants of Lower | ||
| + | Tavick' | ||
| + | the changelin has ties to the mysterious Tyrants. | ||
| + | Some i nsist that Kilk is actually a n i dentity shared by a | ||
| + | group of changelins. | ||
| + | 9 H ruitt (owl) is a giant owl who can assume h u m a n | ||
| + | fo r m . A former aerial racer, he's a clever negotiator | ||
| + | who fights for the good of the Bazaar and M id d i e | ||
| + | D u ra, often opposing the Boromar Clan a n d i t s a l l ies. | ||
| + | 10 llyra Boromar (halfl i n g) is the cou ncilor for Lower | ||
| + | D u ra , but it's com mon knowledge that her true al legiance | ||
| + | i s to her fa m i ly and its cri m i na l empire. The | ||
| + | cu rrent ongoing conflict with Daask has weakened her | ||
| + | fa m i ly and her position. | ||
| + | 1 1 Evix du Marasha (human) represents Skyway. Lady | ||
| + | M arasha owns the Celestial Vista restaurant, along | ||
| + | with several other val u ab l e businesses. She's a n eloq | ||
| + | uent speaker who su pports many radical positions, | ||
| + | including abolishing the monarchy after the death of | ||
| + | King Boranel and recognizing Sharn as a n i ndependent | ||
| + | provi nce. | ||
| + | 1 2 Nolan Toranak (dwarf), t h e Conseiller for t h e Cogs, | ||
| + | is largely seen as a tool of the ind ustrial ists who own | ||
| + | the foundries there. Mem bers of his fa mily were kil led | ||
| + | by warforged d u ri n g the Last War, and Tora nak harbors | ||
| + | a bitter grudge aga i n st House C a n n ith a n d the | ||
| + | warforged. H e has tried to have warforged reclassified | ||
| + | as property, and seeks to s u ppress warforged activists | ||
| + | in the Cogs. | ||
| + | |||
| + | TEMPLES AND SHRINES | ||
| + | Every major religion has outposts in Sharn. A number | ||
| + | of sacred sites draw pilgrims to the city from across | ||
| + | Breland and Khorvaire. Priests don't usually sell their | ||
| + | services; temples are places for worship and spiritual | ||
| + | guidance. | ||
| + | The Sovereign Host is the dominant religion of Breland, | ||
| + | represented by shrines and small temples throughout | ||
| + | the city. The Pavilion of the Host in Middle Central | ||
| + | is the heart of the faith, and most priests of the Host live | ||
| + | in one of the Pavilion' | ||
| + | to visit one of three particular sites. The Korranath in | ||
| + | Upper Central features Khorvaire' | ||
| + | Kol Korran. The Great Hall of Aureon in Upper Menthis | ||
| + | draws scholars and worshipers alike. The Pool of | ||
| + | Onatar' | ||
| + | said to impart a blessing to any smith who bathes their | ||
| + | hands in its waters. | ||
| + | The Cathedral of the Cleansing Flame, Sharn' | ||
| + | largest temple to the Silver Flame, is located in Upper | ||
| + | Central. Archierophant Ythana Morr is frequently accused | ||
| + | of corruption and nepotism, but there are smaller | ||
| + | places of worship around the city devoted to the true | ||
| + | principles of the faith. The hermit Gaia watches over the | ||
| + | City of the Dead from Warden Tower. Coldflame Keep in | ||
| + | Middle Northedge was once a mighty garrison; its glory | ||
| + | has faded, but Flamebearer Mazin Tana still strives to | ||
| + | protect his community. The priestess Faela maintains | ||
| + | a small shrine in the shadows of Fallen, doing what she | ||
| + | can to help the wretched people of that forsaken district. | ||
| + | Finally, the Shrine of Fathen the Martyr is a sacred | ||
| + | site in North Market, often visited by templars passing | ||
| + | through the city. | ||
| + | Even some lesser known religions are represented | ||
| + | in Sharn. The Graystone district in Middle Tavick' | ||
| + | Landing is a haven for followers of the Blood of Vol. | ||
| + | The Gates of Passage in Upper Northedge is a temple | ||
| + | of the Undying Court. The Overlook district of Upper | ||
| + | Dura holds the Shrine of il-Yannah, dedicated to the | ||
| + | Path of Light. | ||
| + | |||
| + | |||
| + | WARD S OF SHARN | ||
| + | Sharn i s a vertical city, and elevation i s a n indicator of | ||
| + | status and wealth. Each quarter is roughly divided into | ||
| + | three levels, and the combination of quarter and level | ||
| + | defines a ward. Thus, wards have names such as Lower | ||
| + | Dura, Upper Central, and Middle Menthis. | ||
| + | Upper wards are the domain of the rich and powerful. | ||
| + | Here you'll find the finest goods and the most expensive | ||
| + | services. Only those who maintain a wealthy or aristocratic | ||
| + | lifestyle can easily afford the prices for meals | ||
| + | and lodging, and adventurers who maintain a squalid or | ||
| + | wretched lifestyle might be treated with disdain (suffering | ||
| + | disadvantage on Charisma checks). | ||
| + | Violence is rare in any of the upper wards, and the | ||
| + | Sharn Watch actively patrols these areas. Although | ||
| + | the guards here might be corrupt just as in a middle or | ||
| + | lower ward, they' | ||
| + | nobles and criminal organizations, | ||
| + | in the service of these forces. | ||
| + | Middle wards are home to the middle classes. Here | ||
| + | you'll find bustling markets and taverns, along with a | ||
| + | wide range of entertainment and housing. Most goods | ||
| + | and services are affordable by those of a modest or | ||
| + | comfortable lifestyle, with a few higher-priced options | ||
| + | tucked away. The Sharn Watch has a presence, but not | ||
| + | as strong as in the upper wards. | ||
| + | Lower wards house the hard-working laborers, along | ||
| + | with the destitute and the desperate, including refugees | ||
| + | who lost everything in the war and orphans who never | ||
| + | had anything to begin with. Services priced for a modest | ||
| + | lifestyle can be found, but overall the lower wards are | ||
| + | home to those who have no better than a poor lifestyle; | ||
| + | a visitor who displays signs of a wealthy or aristocratic | ||
| + | lifestyle might attract unwanted attention. The watch | ||
| + | pays little attention to the lower districts, making them a | ||
| + | haven for criminals and gangs. | ||
| + | These are stereotypes that don't apply to all wards. | ||
| + | Dura is a particularly poor quarter, meaning that Upper | ||
| + | Dura is effectively a middle ward in economic terms; | ||
| + | similarly, because Central Plateau is a hub of wealth | ||
| + | and power, Lower Central is effectively a middle ward. | ||
| + | Each ward is further subdivided into districts, which | ||
| + | are neighborhoods defined by an economic role, a separate | ||
| + | culture, or both. For example, Lower Northedge | ||
| + | includes the districts of Stoneyard, Longstairs, and | ||
| + | North Market. It's generally true that the combination of | ||
| + | a district' | ||
| + | of what to expect there. A district in Upper Central will | ||
| + | typically be well kept and swarming with guards, while | ||
| + | a district in Lower Dura will be squalid and dangerous. | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | |||
| + | CRIMINAL ACTIVITIE S | ||
| + | Under the laws of Sharn, crime takes many forms. Any | ||
| + | sort of theft is illegal, including " | ||
| + | -the use of shapeshifting abilities or illusion magic | ||
| + | to impersonate someone with the intent to cause harm. | ||
| + | Assault, murder, and fraud will all land you in hot water. | ||
| + | Other activities walk the edge of legality. Gambling and | ||
| + | prostitution are legal in Sharn, but these industries are | ||
| + | heavily taxed and regulated. Likewise, smuggled goods | ||
| + | include illegal merchandise such as drugs and mystical | ||
| + | explosives, but also heavily taxed goods, such as the | ||
| + | drug known as dreamlily (described in chapter 4). | ||
| + | Although crime occurs throughout Sharn, it is most | ||
| + | apparent in Lower Dura and the Cogs. The Sharn | ||
| + | Watch has a minimal presence in these wards, which | ||
| + | are the easiest places to sell stolen goods or to hire | ||
| + | an assassin. Of course, they' | ||
| + | robbed or caught up in a street brawl. | ||
| + | Sharn is home to a large number of minor gangs and | ||
| + | independent criminals. Even so, most criminal activities | ||
| + | in the city come under the purview of one of four criminal | ||
| + | organizations: | ||
| + | Tarkanan, and the Tyrants. Even independents usually | ||
| + | have an arrangement with one of these power groups. If | ||
| + | your character has the criminal background, work with | ||
| + | the DM to determine which of these organizations you're | ||
| + | connected to (the DM has more information about these | ||
| + | groups in chapter 4). | ||
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| + | CRIMES AND PUNISHME NTS | ||
| + | Officers of the watch can levy fines on the spot when they catch culprits, which is the typical way that minor crimes are dealt with. For a serious offense, the perpe trator is taken to a garrison and held until a trial can be arranged. A criminal who is considered to be a serious flight risk will be taken to the most secure facility in Sharn-the King's Citadel headquarters. | ||
| + | Typically, a prisoner' | ||
| + | of a local magistrate within ld4 days. The magistrate | ||
| + | reviews the facts of the case and asks the victim to | ||
| + | confirm or deny their role in the crime while under the influence of a zone of truth spell. The magistrate will then propose a punishment to the accused; if the offer is refused, the case goes to trial. | ||
| + | Punishment for convicted criminals varies, but long term imprisonment is quite rare. Prisoners who deemed to be too dangerous to be allowed to roam free are more | ||
| + | likely to be executed than imprisoned. Typically, a long prison sentence is used only for criminals who can't be allowed to go free, but whose deaths would have nega tive diplomatic repercussions. | ||
| + | Fines are the typical form of punishment. The amount of a fine is generally based on the nature of the crime, | ||
| + | but a magistrate has the right to increase a fine to en sure that it is an effective punishment. For example, | ||
| + | a fine of 10 gp is crippling to a commoner but can be | ||
| + | inconsequential to an adventurer or a member of the Aurum, and in such cases it will be increased. Also, the court can confiscate possessions in lieu of receiving | ||
| + | payments in gold; you might not care about having to | ||
| + | pay a fine of 100 gp, but having your grandfather' | ||
| + | can't afford to pay a fine, the sentence might be changed to hard labor-or, in the case of adventurers, | ||
| + | Other kinds of punishment include branding (gener | ||
| + | ally in a visible location, warning others of your criminal | ||
| + | actions), exile, or several magical measures: an ongoing curse, a period of induced blindness, and so on. A repeat offender might be declared an outlaw, which status is | ||
| + | often indicated by a brand. An outlaw is stripped of the protection of the law, and anyone can take any action against them without fear of legal retribution. | ||
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| + | SHARN HEIGHTS | ||
| + | Sharn heights are intersections of bridges and platforms | ||
| + | in Sharn that make the perfect place for a meeting, | ||
| + | theft, or assassination. The crisscrossing paths of Sharn | ||
| + | heights allow criminals to come and go in different | ||
| + | directions, looking like normal passersby as they trade | ||
| + | information, | ||
| + | SHARN H EIGHTS FEATURES | ||
| + | Map 4.1 1 shows a typical Sharn location that contains | ||
| + | intersections of bridges and platforms. Each bridge | ||
| + | is 20 feet higher (on average) than the one immediately | ||
| + | below it. | ||
| + | The bridges are connected to businesses and residences. | ||
| + | The residences are usually locked, while most | ||
| + | shops lock up at night. The taverns and gambling dens | ||
| + | are open for business all day and well into the night. | ||
| + | One of the bridges connects to a aérobus parking | ||
| + | station, which houses several of those vehicles. Other | ||
| + | bridges lead to an elevator, garden overlooks, and | ||
| + | staircases that take pedestrians farther up and down | ||
| + | into the city. | ||
| + | |||
| + | ====== Histoire de Sharn ====== | ||
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| + | Over the course of ten thousand years, the city by the Fleuve de la Dague has risen and fallen time and again. The many scars of history can be seen everywhere— each representing a score of dangers to threaten the present_day inhabitants. | ||
| + | |||
| + | ==== DUUR’SHAARAT ==== | ||
| + | |||
| + | Thousands of years before Humains came to Khorvaire, the land belonged to the hobGobelins. One of the greatest cities of the Empire Dhakaani was the hobGobelin metropolis of Ja’shaarat (“Bright Blade”), nestled by the edge of the Fleuve de la Dague. The early Dhakaani architects carved their city into the stone instead of raising towers above the ground, and the halls of Ja’shaarat extended beneath the surface of the land. The Gobelin miners pushed into Khyber, discovering a vast Lac de Feu that burned with a supernatural heat. Les Lames and armor of the greatest Guerre Dhakaani Daelkirriors were forged here, and tempered in khaar draguus, the blood of the dragon.\\ | ||
| + | Later, they raised great monolithic buildings that covered each of the plateaus and would later serve as the foundation for the Cité des Tours. When the alignment of the planes brought the daelkyr and their armies of horrors to Eberron, the Empire Dhakaani fell before them, and Ja’shaarat was devastated. The empire never recovered from the conflict and the great city was never restored. The Gobelin tribes that hid in the ruins renamed their home Duur’shaarat, | ||
| + | |||
| + | ==== SHAARAT ==== | ||
| + | |||
| + | In time, the Humains of Sarlona began to explore across the ocean. A wave of Humains followed the famed explorer Lhazaar to Khorvaire’s eastern shores. The Humains didn’t stop there, however. They pushed inland and explored the northern and southern coasts seeking land to settle and kingdoms to erect. As a result, Malleon le Ravageur discovered the inlet of the Fleuve de la Dague twenty_five years after Lhazaar’s historic undertaking. Malleon enslaved the Gobelins and built a fortress within the ruins on the bluff above the river. Malleon, a superstitious man, hoped to make peace with whatever spirits remained in the ruins. He sealed off the deeper levels of the Gobelin_made mountain_monoliths that had been home to the majority of the hobGobelins, | ||
| + | Over the next six hundred years, Shaarat grew into a powerful and wealthy city. Breggor, first ruler of the nation that would eventually bear the name of Breland, demanded that Shaarat bow to his authority. Malleon’s descendants refused. A long siege followed, ending when Breggor ordered his wizards to rain destruction on Shaarat. | ||
| + | |||
| + | === SHARN AND La Guerre des Marques === | ||
| + | |||
| + | Breggor wanted the city on the Fleuve de la Dague for his own, and he didn’t allow the place to remain ruined for long. Within a decade of the siege of Shaarat, Breggor renamed the city Sharn. For the next eight hundred years, the towers began to rise and the city flourished along with the Cinq Nations. It was during this time that the Maisons Marquées Du Dragon began to grow and prosper. Between the pure marks, the mixed marks, and the frequently appearing aberrant marks, the more powerful houses saw a threat to their growing wealth and economic power. The houses began to argue, and soon strong and angry words led to full_scale battle. War had come to the Maisons Marquées Du Dragon.\\ | ||
| + | La Guerre des Marques, a terrible and bloody conflict, changed the face of Khorvaire, firmly establishing the Marqué par le Dragon families that hold power to this day. The pure families and their allies outnumbered those possessing aberrant and mixed Marques du Dragon, but the aberrant marks held considerable destructivepower. At first it was a simple purge, as the aberrants were hunted down one by one. But in the third year of this inquisition, | ||
| + | In the end, Tarkanan simply didn’t have the numbers to overcome his enemies. The battle continued for another four years, but Tarkanan and his forces were slowly beaten back to Sharn. As Maison Bombardier, Maison Garda, and the armies of pre_ Brelandeclosed in, Tarkanan and the Lady of the Plague called upon the full power of their Marque Aberrante du Dragon and released horrific magical forces.\\ | ||
| + | Terrible quakes caused parts of the city to collapse, and rivers of lava flowed up from the fiery lake deep below. Those who escaped the flames were devoured by swarms of vermin or stricken down by deadly plagues. La Guerre des Marques was over—but Sharn had suffered greatly and was abandoned. For over five hundred years, superstitious folk shunned the ruined city, muttering about the curses of the aberrant lords. Despite the superstitions, | ||
| + | When Galifar I took control of the Cinq Nations, he sent a force to rebuild the ruined city. Maison Bombardier played a critical role in the reconstruction, | ||
| + | When work began, only a few towers remained standing above the ancient Gobelin foundations and Humain ruins. It was believed that the curse of the Lady of the Plague still lingered in the darkness, and the remnants of the old cities were quickly sealed away. In time they were forgotten, Perdu in L' | ||
| + | Today, Sharn stands as a center for trade, diplomacy, and intrigue, a city with an important role to play in the future of Khorvaire. When dealing with Sharn, remember that the city has an ancient and rich history, and that as you descend you are effectively traveling through time. The lowest levels of the oldest towers are over ten thousand years old, and the buildings within them have gone through many changes. What is now an apartment complex might once have been a cathedral. A tavern might have been a hobGobelin armory. This sense of history and change can add a great deal of color to an otherwise simple location. | ||
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| + | ====== Histoire ====== | ||
| + | The city now known as Sharn was built upon a foundation that dates back thousands of years before Humains ever settled [[Khorvaire]]. During that time, the hobGobelin [[Dhakaani]] Empire' | ||
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| + | Thousands of years later when [[Humain]] settlers from [[Sarlona]] began to explore Khorvaire, the Fleuve de la Dague was stumbled upon. The river led [[Malleon le Ravageur]] and his explorers to the site where Ja' | ||
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| + | Over the course of the next 800 years, Sharn' | ||
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| + | Tarkanan couldn' | ||
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