Sharn
| Alias | La Cité des Tours, La Cité des Couteaux, La Cité des Âmes Perdues, La Ville des Milles Yeux, La Porte vers Xen'drik, La Voie vers la perdition |
|---|---|
| Grosseur | Métropole |
| Pays | Brelande |
| Gouvernement | Conseil de Ville de Sharn |
| Dirigeant | Le Maire Cathan du Demell]] |
| Population | 500,000 (chiffre du recensement) |
| Races | 33% Humains 17% Nains 10% Hobbits 09% Gobelinoïdes 08% Gnomes 06% Demi-Elfes 05% Elfes 03% Changelins 02% Orcs 07% Autre |
https://eberronmap.johnarcadian.com/sharncityoftowers/
Je suis ici depuis une semaine, et c'est encore dure de ne pas se sentir dépassé par la ville. Les tours s'élèvent jusqu'à disparaître dans les nuages. Les lumières brillent dans des milliers de fenêtres. Les aérobuses se frayent un chemin à travers le labyrinthe des ponts reliant les tours, et au-dessus, je peux voir l'anneau brûlant d'un aéronef élémentaire.
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'avancer. Ce n'est que lorsque j’atteins l'ascenseur que je réalise que le guerrier de fer m'a volé ma bourse!-Un nouveau venu dans la grande ville
Sharn is the most populous city in all of Khorvaire, and arguably all of Eberron. The city literally towers atop a cliff above the mouth of the Fleuve de la Dague in southern Brelande.
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'Drik, and The Gateway to Perdition.
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, and Marque Du Dragon heirs trade tales with sages and bold explorers. There is a place for everyone in the city of Sharn, and adventure lies around every corner.
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, the Azure Sky. The Zone De Manifestation enhances magic that creates flight and levitation. This allows Sharn to have towers that rise nearly a mile in height, transportational flight, and even a section of the city that floats above the highest towers.
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's Landing. And, Cliffside is a neighborhood perched on the side of the cliff. While each plateau divides the city into districts, the city is also stratified vertically and divided into several sections. The lowest wards of the city are called Les Rouages, and if you were to walk to the heights of Sharn you would pass through The Depths, the Lower City, Middle City, Upper City, and then finally you would need to find some method of travel to the highest section of Sharn, which is Skyway. Generally, the higher you are in Sharn, the wealthier the citizens are.
Each section of the city is further divided into smaller districts.
Arrondissement de Sharn
La ville de Sharn est divisée en 5 “arrondissements” principaux, chacun étant lui-même subdivisé en plusieurs Districts différents, répartis entre les niveaux supérieurs, intermédiaires et inférieurs de la ville. Ces arrondissements sont listés ci-dessous, suivies d'une liste de leurs différents districts.
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'drik, or Sarlona. Mountains line the shores of the Dagger, and Sharn can't spread out. So instead it has grown ever upward. The city is primarily made up of these quarters: • Central Plateau • Dura Menthis Plateau • Northedge • Tavick's Landing 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.
- Hautes Tours - Siège du gouvernement municipale, ce quartier est également le lieu d'arrivée et de départ des aéronefs.
- Hôtel de Ville
- Archives de la ville
- Tour d'amarrage d'Aéronef
- Korranath - Quartier des Banques. Ce quartier dédié à la richesse contient également les domaines des plus puissants marchands.
- Le Korranath
- Manoir de Riak
- Korran Thiven - Quartier des Affaires
- Bureau de la Fondation du Routard
- Tours de Mithril - Quartier Résidentiel Huppé
- Domaine Tomollan
- Sommets de Platine - Approvisionnant l'élite de Sharn, ce quartier offre un large éventail de boutiques chics et de services de qualité riche à aristocratique.
- Galerie Aurore
- Auberge du Dragon Gris
- Parc du Bord de Ciel - Abritant trois immenses parcs sur des toits, ce quartier offre une touche de nature sauvage au cœur de la ville. Une petite communauté d'immigrants des Confins d'Eldeen entretiennent les bosquets et les jardins
- Parc du Bord de Ciel
- Le Corps de Garde
Personne d’intérêt: Seigneur le Maire Cathan du Demell, Conseiller Javan Tomollan, Daphanë de Kundarak, Kalphan Riak, Hendra du Kavay, Seigneur Kellas du Moran
- Tours des Ambassadeurs - Ce quartier contient les ambassades des nations de Khorvaire, ainsi que d'Aérénal et de Riedra.
- Le Musée des Beaux-Arts Brelons
- La Citadel
- Porte de Dava - Quartier des services professionnels
- Tours des Dragons - C'est le principal endroit pour faire des affaires avec les représentants des maisons marquées du dragon. Ont y retrouve même les sièges sociales des maisons Siri, Tharashk, Brunet et Bombardier.
- Enclave Tharashk
- Agence d'Information Centrale (AIC)
- Enclave Bombardier
- Enclave Lyrandar
- Enclave Kundarak
- Enclave Siri
- Maison Tarkanan
- Tours Souveraines - Ce quartier est rempli d'un vaste assortiment de temples et de sanctuaires. Il abrite les deux temples les plus importants de Sharn :
- Cathédrale de la Flamme Purificatrice
- Pointe de l'Épée - Ce quartier de garnison abrite les forces de police et de défense du Plateau Central, dont la Sûreté de Sharn et un détachement de l'armée royale.
- Garnison de la Pointe de l'Épée
- Foire Commerciale - Quartier marchand offrant des biens et services de qualité modeste à confortable.
- Marché de la Foire Commerciale
Personne d’intérêt: Knight-Marshal of the Citadel Sir Banarak Tithon, High Priest of the Légion Souveraine Phthaso Mogan, Archierophant Ythana Morr of the Flamme d'Argent, Merrix de Bombardier, Solia_de Lyrandar, Daphanë de Kundarak, Solirion_Torralyn_de Siri, Thora Tavin, Conseiller Sorik Senso
- Le Foyer de Boldrei - Un paradis pour les voyageurs, ce quartier contient des auberges fiables allant de qualité modeste à confortable.
- Chambres à louer de Marquan
- Échoppes de Granit - Magasins
- Gallérie de Sava
- Jardins de Myshan - Quartier résidentiel moyen
- Tours Nord - Magasins
- Cuisine d'Olladra - Ni le meilleur ni le pire que Sharn a à offrir, la Cuisine d'Olladra abrite un grand nombre de tavernes et de restaurants de qualité modeste à confortable.
- La Cantine aux Oeufs d'or
- Tours Vallia - Quartier résidentiel moyen
Personne d’intérêt: Conseiller Sava Kharisa, Kielsten Marquan
- Garde-dague - Garde-dague détient des garnisons pour la Sûreté et l'armée brelonne, ainsi que des entreprises et des résidences pour ceux qui y travaillent.
- Garnison de Garde-dague
- Taverne L'Or et Blanc
- Garnison Talain
- Bastion Supérieur - Un quartier construit par des nains pour des nains, le Bastion Supérieur a de fortes influences Morin dans son architecture. C'est un bon endroit pour trouver des produits Morin et le quartier abrite plusieurs forgerons et des brasseurs de talent.
- Métier à tisser de Clebdecher
- Chez Moraggan
- Haute Eau - Le plus beau quartier résidentiel de Dura et le siège de la maison Létourneau, Haute Eau est en grande partie un quartier résidentiel moyen avec quelques domaines riches.
- Clocher des Pégases, enclave de la Maison Létourneau
- Sommet de l'Espoir - Un quartier de temples relativement nouveau, avec des sanctuaires et des églises qui ont déménagé du quartier Effondré de Basse Dura. Le quartier comprend plusieurs monastères et un bosquet sacré.
- La Citadelle du Soleil, temple de Dol Arrah
- Le Câlin d'Olladra
- Belvédère - Ce quartier résidentielles est notable pour sa communauté Kalashtar, qui gère un centre communautaire, un sanctuaire consacré à la Voie de la Lumière et quelques restaurants servant une cuisine Sarlonaise.
- La Lumière Rassembleuse
- Hilatashka
- Sanctuaire d'il-Yannah
- Pierre Rouge - Magasins
- Sommet de la Falaise - Ce quartier s'adresse aux aventuriers, avec un large éventail d'entreprises destinées aux explorateurs et aux chasseurs de fortune.
- L'Augure
- 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: Kestia, Kurala_de Brunet
- Le Bazar - Le plus grand quartier commercial de Sharn, un excellent endroit pour acheter ou vendre des biens d'occasion ou potentiellement volés.
- Les Lames de Caerlyn
- Sanctuaire du Geôlier
- Vundry
- Arche Brisé - Autrefois un quartier résidentiel fier, ce quartier est tombé en ruine. Ses logements sont de médiocre à modeste qualité, bien que des vestiges de riches manoirs soient encore visibles.
- Folie d'Hareth - Un fouillis de styles architecturaux, la Folie d'Hareth est un endroit pour jouer et déguster des plats et des boissons modestes. La Tour Creuse est un centre de sports aériens et ce quartier est l'endroit où commence et se termine la course des huit vents.
- La Tour Creuse
- Le Roi du Feu
- Domaine du Talan
- Fracas-de-Pierre - Quartier résidentiel pauvre. Ses habitants n'ont peu de choses exceptés leur fiertés, mais il y a une forte camaraderie entre eux.
- Berceau de l'Orage - Ce quartier résidentiel confortable abrite les quelques familles puissantes qui sont restées dans Dura. Il est en meilleur état que le reste de Centre Dura, et des mercenaires Garda y protègent les rues.
- Délabré (anciennement Appartements de Sharn) - Ce quartier résidentiel pauvre a connu de récentes incursions de Daask.
- Fumoir de Caasht
- Négligé - Le centre de la vie nocturne de Sharn avant la construction du Plateau de Menthis, Négligé est une collection de tavernes et d'auberges pauvres.
- Manoir Normandin
Personne d’intérêt: Conseiller Hruit
- Callestan - Abritant un assortiment d'entreprises sordides et pauvres, Callestan est un nœud pour les activités criminelles et connu comme un bastion du Clan Saputo.
- Auberge de l'Enclume Brisée
- Le Miroir Fissuré
- Les Brumes d'Argent
- Effondré - Le plus ancien quartier de temples de Sharn, Effondré a été abandonné après qu'une tour flottante se soit écrasée dans le quartier pendant la dernière guerre. C'est maintenant une collection de ruines et de taudis misérables.
- Les Ravers
- Église de Pierre Noire
- Porte de Malleon - Ce quartier pauvre habité à l'origine par des gobelins est devenu un refuge pour les immigrants monstrueux du Droaam et de Darguun, ainsi que pour les membres de Daask.
- Auberge de la Pierre de Sang
- Porte d'Or - Un bidonville sordide, offrant du logement misérable à des personnes désespérées.
- Le Vieux Donjon - Un autre quartier pauvre, en grande partie habité par les dockers de Précaire.
- Précaire - Les aéroquais de Précaire passent les marchandises entre les tours et le port sur la rivière de la Dague en contrebas. Le quartier est rempli d'entrepôts, ainsi que d'une poignée de tavernes minables. Une petite communauté de Sarloniens vit ici.
- Dar San
- Maison Kundarak
- Les Entrepôts - Un quartier d'entrepôt avec une grande population de hobbits et plusieurs liens avec le Clan Saputo.
- Den'iyas - Ce quartier Gnome fondée par des immigrants de Zilargo est un paradis pour ceux qui s'intéressent à la culture Zil. Il abrite de nombreux sages et artisans, et est un foyer de stratagèmes et d'intrigues.
- Davandi : Couture Fine
- Théâtre Khavish
- Tours Scolaires - Ce quartier résidentiel comprend des maisons confortables et des appartements modestes. De nombreux étudiants et professeurs de l'Université Morgrave y vivent.
- Septième Tour - Un quartier commerciale, avec des restaurants et des produits de qualité confortable à riche.
- Le Jardin de Galdin
- Petite Xen'drik
- Quartier Universitaire Ce quartier est dominé par l'Université Morgrave et est un point de rencontre pour des divertissements sophistiqués.
- Temple des Arts
- La Corne d'Or
- La Grande Scène
- Salle de concert Kavarrah
- Livres et reliure de Haftak
- Opéra de Sharn
- Théâtre de l'Astronome
- Platiné - Quartier Résidentiel Huppé
Personne d’intérêt: Conseiller Thurik Davandi, Master Larrian Morgrave, Vent-de-feu, dala_arand
- Pont Cassan- Un quartier commerciale avec des biens de qualité modeste à confortable. Abritant un nombre important d'immigrants des Frontières de l'Ombre, le Pont Cassan est l'endroit à visiter pour les herbes et la cuisine exotiques des Frontières.
- Éclatant - Ce quartier de la magie est la principale source de biens et de services magiques de Sharn. Ont y retrouve un éventail de composants exotiques, d'objets magiques communs ou peu communs et de mage-artisans offrant leur services.
- Sanctuaire de L'Ombre
- Petites Plaines - Fondé par des hobbits des Plaines de Talenta, ce quartier comprend un camping central pour les hobbits nomades en visite. Ses résidents permanents sont également pour la plupart des hobbits. On y trouve des aliments et de l'artisanat talentaise, ainsi que des démonstrations de compétences et de passe-temps traditionnels.
- Tours Fumantes - Ce quartier des Théâtres propose de nombreuses options de divertissement. Le Théâtre Classique est son lieu le plus populaire, mais ont y propose une grande variété de spectacle exotiques comme les Dîner-théâtre et les spectacles burlesque Changelin. Ce quartier est également devenu un refuge pour les réfugiés Cyriens suffisamment riches pour éviter Hauts Murs.
- L'Atrium
- Théâtre Classique
- Le Mizano
- Le Dragon Étoilé
- Salle Thovanic
- Tours de Gardes - Ce quartier qui abrite une communauté d'immigrants de Lhazaar est la garnison principale de la Sûreté dans Menthis.
Personne d’intérêt: Conseiller Caskar Halavik
- Allume-feu - Ce quartier du Red light est une destination pour ceux qui recherchent des formes de divertissement illicites. Ont y retrouve plusieurs sortes de jeu illégal et la prostitution y est très répandue.
- L'Arène Ardente
- Neuf Chanceux
- Maison de Savia
- Pont Central - Quartier résidentiel moyen
- Rez-de-chaussée - Ce quartier est principalement connu pour sa nourriture et ses boissons. Bien que la plupart de ses tavernes et auberges ne soient que de qualité modeste, les établissements suivants valent le détour :
- Le Diamant
- Restaurant Quatre Voiles
- Torche Enflammée - Ce quartier des Théâtres est célèbre pour ses divertissements bon marché et tristement célèbre pour ses ruelles dangereuses. Ses théâtres sont spécialisés dans la comédie musicale et les divertissements simples, et il existe de nombreuses opportunités pour les amateurs pleins d'espoir de monter sur une de ses scènes.
- Gailan
- Théâtre des Dix Flambeaux
- Tours Incandescentes - Quartier résidentiel moyen
Personne d’intérêt: Conseiller Savia Potellas, luca_syara
- Arche de Cuivre - Ce quartier s'articule autour de la garnison de Garda qui surveille le district supérieur. Il contient des magasins et des services destinés à l'élite aisée.
- Enclave de la Maison Garda
- Douze Piliers - Ce quartier est le cœur civique du district. Les douze piliers qui lui ont donné son nom entourent la Tour de la Loi, un palais de justice, où les visiteurs peuvent obtenir leurs licences de port d'armes pour le district.
- Palais de justice des Douze Piliers
- Lever du soleil - Ce quartier résidentiel abrite les commerçants et les domestiques qui font fonctionner le Palier Supérieur. Les logements sont en grande partie de qualité modeste, avec quelques tours confortables.
- Olympe - Quartier des Temples
- Porte d'argent - Ce quartier commerciale est fréquenté par l'élite financière. On y trouve toutes sortes de bijoux et des vêtements coûteux, ainsi que de la nourriture et du logement aristocratiques.
- Les Crystaux de Denion
- Refuge de Dalan - Quartier Résidentiel Huppé
- Vue sur l'Océan - Ce quartier résidentiel huppé abrite certains des citoyens les plus influents de Sharn. Il a un mélange de manoirs riches et de domaines aristocratiques.
- La Maison Grise
Personne d’intérêt: Billan Tosh
- Pierre angulaire - Un paradis pour les voyageurs, ce quartier dispose d'une gamme d'auberges et de tavernes confortables. Il est construit autour de sa vaste arène et est un centre d'activité pour de nombreux événements sportifs majeurs.
- La Pierre angulaire
- Arbres de pierre
- Bec et Ongle
- Ombres Dansantes - Quartier des Auberges
- Porte de la Mort - Nommé d'après la Cité des morts voisine, ce quartier abrite le Club des Explorateurs de la Porte de la Mort et diverses entreprises qui s'adressent aux aventuriers. La maison Garda y recrute des mercenaires dans son avant-poste.
- Maison Brunet
- Maison Garda
- Maison Siri
- Investigations Karr'Aashta
- Yeux Rouges
- Mur Gris - Ce quartier résidentiel moyen a été fondé il y a longtemps par des immigrants Karrnaths, et ses habitants sont fiers de leur héritage. C'est un refuge pour tous les voyageurs de Karrnath passant par Sharn. Des rumeurs disent qu'il y a un temple consacré au Sang Divin, mais si c'est bien le cas, il est caché.
- Le Calice Sanglant
- Slogar
- La Maison d'Hazal
- Kenton - Quartier résidentiel moyen
- Petit Barrington - Quartier résidentiel moyen
- Marché de Tavick - Ce quartier est spécialisé dans les produits et autres marchandises apportés par les agriculteurs de la campagne environnante.
Personne d’intérêt: Lan Hazal, Priest of the Blood
- Arche Noire - Ce quartier est rempli de points de contrôle et de portails enchantées. Ces portails sont généralement ouverts, mais en période de troubles, l'Arche Noire peut devenir une forteresse infranchissable. La Sûreté maintient la garnison locale. La Maison Orléans et la Maison Siri y maintiennent toutes deux des avant-postes, garantissant que les messages peuvent être rapidement transmis à travers la ville et au-delà.
- Porte des Rouages - Ce quartier des entrepôts est la porte d'entrée des Rouages, et des cargaisons de minerai et d'autres marchandises y passent régulièrement. La maison Kundarak y louent des installations d'entreposage de haute sécurité et un avant-poste de la maison Garda y loue des Épées Certifiées pour s'aventurer en-dessous.
- Maison Garda
- Maison Kundarak
- Les Yeux du Dragon - Ce quartier du Red light répond aux besoins des voyageurs fatigués, offrant un large éventail d'hébergement, de nourriture et de divertissement. C'est également le foyer de la plupart des changelins de Sharn, et de nombreux changelins utilisent leurs dons pour divertir et amuser les voyageurs. Certains disent que c'est la maison de la guilde criminelle des Tyrans, mais si c'est le cas, cet endroit est bien caché.
- Casino de Chance
- L'Hôtel Changeant
- Chez Velour
- Fondation - Quartier résidentiel
- Hauts Murs - Ce quartier a été transformé en centre d'internement pendant la dernière guerre. Depuis la fin de celle-ci, il a été transformé en camp de réfugiés. La plupart des habitants y sont des Cyriens qui ont fui le Deuil, mais Hauts Murs comprend également des citoyens brelons qui ont perdu leur maison pendant la guerre. C'est un endroit surpeuplé et dangereux, mais il permet aux résidents de maintenir un style de vie sordide sans frais. Actuellement, les portes sont ouvertes, mais la sûreté pourrait les sceller à tout moment.
- Terminus - Ce quartier est basé autour de la gare, où le Train Fulgurant entre et sort de Sharn. La plupart des commerces locaux desservent la gare ou les voyageurs.
- Gare de Terminus - Maison Orléans
- Maison Siri
- Maison Garda
- Maison Lyrandar
- Maison Létourneau
- Porte de Wroann - Les voyageurs qui arrivent sur la route principale entrent dans Sharn par la porte de Wroann, passant sous une immense statue de la légendaire reine Wroaan. La plupart des maisons marquées par le dragon y ont des magasins afin que les voyageurs puissent envoyer des messages, engager des gardes du corps ou utiliser d'autres services.
Personne d’intérêt: Captain Daja Brel, Chance, Commander Iyanna du Talan, Ek, Tyrant One, Guardian Tethyn Olar, Guardian Six, Lt. Kestran Dal, Velour
- Shae Lias - Ce quartier elfique est un bastion de la culture et des traditions des elfes d'Aérénal. Il comprend une variété d'entreprises spécialisées dans les produits Aérénis, ainsi qu'un temple de la Cour éternelle.
- Les Portes du Passage
- La Maison du Repos
- Le Chêne
- La Morelle Noire
- La Branche d'Argent
- La Racine Sinueuse
- Le Voile de Chair
- Pont de Crystal - Un quartier résidentiel paisible avec de nombreux domaines riches et aristocratiques.
- Tours du Chêne - Les constructions de ce quartier résidentiel huppé utilise des matériaux et des styles tirés d'Aérénal, et les Tours du Chêne abrite de nombreuses familles elfes et demi-elfes établies de Sharn.
- Donjon d'Hurlevent
Personne d’intérêt: Dantian de Lyrandar, Haras Kant, Ilia Merith, Conseiller Maza du Thadian, Mayne Jhaelian, Grand Prêtre du Passage, Tanar Mendyrian
- le Solide Bastion - Solide Bastion est le cœur de la population naine native de Sharn. Les ancêtres des nains du quartier ont aidé à construire Sharn, et nombre de ses habitants sont des tailleurs de pierre, des architectes ou des forgerons. Les nains de Solide Bastion sont fiers de leurs racines et ont peu d'intérêt pour les coutumes ou les traditions des Bastions de la Nation.
- Grands Espoir - Un centre de culte pour les habitants de la Bordure Nord, Grands Espoir comprend les temples de la Flamme d'Argent et de la Légion Souveraine, ainsi que de nombreux sanctuaires plus petits. Il n'est pas aussi majestueux que celui des Tours Souveraines du Plateau Central, mais il dégage une atmosphère de dévotion solennelle.
- Donjon de la Flamme Froide
- Guarde de Daca
- Pont du Chêne - Quartier résidentiel moyen
Personne d’intérêt: Conseiller Doran Cantar, Daca, Pilier de la Communauté, Porte-Flamme Mazin Tana
- Marché Nord - Les marchés à aire ouverte de ce quartier traite en grande partie des biens simples produits localement. En raison de l'importante population de Férals dans la Bordure Nord Inférieur, le Marché Nord propose des biens et des services destinés à ceux-ci (services de toilettage, soins des griffes, etc.) ainsi qu'à ceux provenant des Confins d'Eldeen.
- Le Sanctuaire de Fathen le Martyr
- Le Repos de l'Ours
- Au Cheval et au Foyer
- Le Trou à Rats
- Cour de Pierre - Ce quartier résidentiel abrite la majorité des Férals de Sharn, y compris à la fois des immigrants récents des Confins d'Eldeen et des familles locales établies deepuis longtemps. Le quartier comprend un terrain improvisée d'Hrazhak et un sanctuaire dédié aux Protecteurs des Bois. Les conditions sont de mauvaises à modestes.
- Longs Escaliers - La population de ce quartier résidentiel paisible est principalement composée de nains, d'humains et de demi-elfes. Ses habitants se tiennent généralement ensemble pour faire face à tout problème.
Personne d’intérêt: Conseiller Shassa Tarr, Porteur-de-la-flamme Kaira Faine, Gaédan de Normandin
- Azure - Quartier aérien
- Restaurant le Portail Azure
- Restaurant de l'Horizon Céleste
- Parc du Bassin de Nuage
- Brillant - Quartier aérien
- Restaurant du Dragon des Nuages
- Manoir Tain
Personne d’intérêt: Conseiller Evix du Marasha
- Flotgris - Quartier au bord de l'eau
- Caves de Gadoue - Bidonville
- Accueil de Sharn - Quartier du Red light
- Chaloupes - Quartier au bord de l'eau
- Cryptes du Dragon - Nécropole
- Tour Gardienne
- Tombe d'Halden - Nécropole
- Tombe d'Halden
- Le Mausolée de Gath
Personne d’intérêt: Warden Gaia Sotharr, Gath
- Noircendre - Les premières fonderies de Sharn ont été construites dans ce quartier industriel. L'environnement y est étouffant et claustro-phobique.
- La Forge-Bastion Bombardier
- Forge Keldoran
- Osnoires - Le Quartier industriel Osnoires est plus récent que Noircendre, et cela se voit. Les couloirs du quartier sont plus larges et mieux éclairés. Les fonderies sont bien entretenues et le quartier compte quelques entreprises florissantes. La plupart des Guerriers de Fer qui résident à Sharn y travaillent.
- Le Bassin des Larmes d'Onatar
- Le Marteau Rouge
- Porte du Khyber - Quartier Sous la ville
- Shamukaar
- Le Dragon Blessé
- Le Temple des Six
- La Citadelle du Cercle Fermé
Personne d’intérêt: Forgeron
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's cultural offerings cater to needs of the wealthy to the very poor. Many districts are inhabited by particular races and offer many of the culinary and commercial offerings from nations abroad. Although Sharn may not have as much political or economic clout as Wroat, the capital of Brelande, it is indeed one of the most important cities in the country due to its wide array of cultural offerings.
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, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the Firelight district in Lower Menthis, Callestan in Lower Dura, Cornerstone in Middle Tavick's Landing, or Hareth's Folly in Middle Dura. Three exotic sports practiced in the city are described below.
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
- *Cyre
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, or perhaps enlist the assistance of an organization. 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, such as those described below.
- Services de Mercenaires
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- Crime Organisé
- Conspirateurs de l'ombre
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 quarters: the Central Plateau, Dura, Menthis Plateau, Northedge, and Tavick's Landing.
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 districts. Each district has its own flavor. Le Bazar of Middle Dura is a center for trade; Arche Noire in Lower Tavick's Landing is a garrison district supporting our brave troops and officers of the watch; and Pont de Crystal in Upper Northedge is a purely residential district, home to some of the wealthiest families in Sharn.
In addition to the five quarters, there are other regions of note. If you arrived by boat you will have already seen Cliffside, which rises up from the shores of the Dagger to the ward of Lower Dura. If you're reading this in Cliffside, we advise you to leave quickly, because that grimy district can be quite dangelrous if you don't know the ways of the city! Looking up, you may catch a glimpse of glittering clouds floating above the tallest spires: this is Skyway, home to the most privileged citizens of Sharn. Deep beneath the city lie the Cogs, our center of industry; like Cliffside, this is a place casual visitors are advised to avoid.
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's Landing are especially large; double 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's Landing and Menthis. • Tavick's Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick's Landing, Dura, and Central. • Northedge is connected to Central and Tavick's Landing. 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, griffons, pteranodons, and giant owls, can be found for hire around the city.
Transport
Marcher de la Porte de Wroann au Sommet de l'Espoir prendrait des heures, et la montée dans le ciel est épuisante.
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'argent en réserve, le moyen de transport le plus rapide est l'une des merveilles de Sharn : l'aérobus. L'énergie magique qui circule dans l'air de la ville permettent à ces vaisseaux de s'envoler dans le ciel avec la facilité des Aéronef. Le Conseil de Ville a fixé le prix du transport à une pièce d'argent par mille.
Things to See
Whether you're here for business or pleasure, Sharn has much to offer.
Shopping – Our open markets are famous throughout the region and will serve you well whether you're buying or selling. If money is in short supply, you would be advised to go to the Bazaar of Middle Dura. You may hear rumors that the Bazaar is a hotbed of criminal activity; these are blown out of proportion (but it's always wise to watch your purse). Marché de Tavick and Marché Nord provide security and a greater rangel of goods, while Foire Commerciale in Middle Central offers an impressive selection of the finest goods from across the land. Beyond the open markets are hundreds of specialized shops and services spread throughout the city; sadly, we cannot present them all in this limited space.
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's Market in Middle Tavick's Landing is a center for produce and other goods brought in from the farms and artisan workshops outside Sharn.
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' services use the prices in this book's introduction. The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. Before the healers take gold to perform a resurrection, a brunet adept will first cast augury. If this divination indicates looming disaster, the adept will reject the request. A few divine spellcasters in Sharn can raise the dead, notably the high priest of the Undying Court in Shae Lias. These devout clerics rarely sell their services, however, and the high priest would need a compelling reason to help someone who has different beliefs.
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, and they don't include the price of expensive components. People who can cast higher-level spells are rare, typically found only in the dragonmarked houses or the wizard circles; the cost and availability of such services varies based on the caster.
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's Tears.
Entertainment – From the theaters of Tavick's Landing to the aerial sports of Dura, Sharn hosts many splendid events to sample. You can watch the windchasers from the spires of Folie d'Hareth, enjoy a night of bawdy comedy in Torche Enflammée or a traditional concert in Kavarrah, or venture to Pierre angulaire to watch a deadly hrazhak match. From drama and athletics to intimate companionship, Sharn has entertainments to please even the most jaded palates.
Dining – Speaking of palates, culinary marvels can be found on every corner. A few are truly worthy of mention. For those with plenty of coin, nothing can compare to a meal at the Horizon Céleste, gazing down at the towers from the clouds of Skyway. Le Chêne in Shae Lias serves both Brelon and Aereni cuisine, and the master chef has spent centuries perfecting her skills. If money is limited, Olladra's Arms in Grands Espoir specializes in banquet-style dining, serving generous portions to anyone who can find a seat around one of the long tables. This is but a taste of what Sharn has to offer. Floating orchards, dream parlors, and greater wonders await you. You might mingle with heirs and ambassadors in Central Plateau, enroll at Université Morgrave, or find loyal comrades in one of the many guilds of the city. Should you possess the skills and backing, you might try your luck in La Course des Huit Vents. The opportunities in Sharn could fill a book: go forth and explore! 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's blood, or other mysterious substances. Aside from the obvious dangelrs of dealing with criminals, these elixirs and others of their ilk can have dangelrous effects on those who partake. The wise traveler will keep his hands clean and his head clear.
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!
Villes de Brelande
Ardev · Argonth · Fortin de Baran · Trou Noir · Passage de Brey · Château d'Arakhain · Cragwar · Fort Bacaisse · Première Tour Tour du Briquet · Fort Tansend · Galethspyre · Donjon de Glyphstone · Hatheril · Kennrun · Tour Penchée · Marais-brumeux · Moonwatch Nouvelle Cyre · Nulle Part · Carcassorc · Bois-d'Orme · Donjon de Shadlowlock · Sharn · Shavalant · Rayonnante Vallée · Starilaskur · Porte Arrière Fort de l'Épée · Tour de la Torche · Vathirond · Woodhelm · Wroat · Xandrar · Zilspar
Sharn
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 _ A welcome flier written by the Sharn Tourist Bureau
History of Sharn
Sharn Architecture
The Government of Sharn
Sharn as a Gateway to Xen'dik
Finding Someone in Sharn
Dining in Sharn
Maisons Marquées Du Dragon in Sharn
Sharn détective _ The local paper
Sharn Special Events
Maps
The Vertical City
Voie du Ciel _ Is magically suspended above the city on gigantic disks of force, like Tenser's Floating Disks taken to a fantastic extreme. These disks are among the many Objets Magiques and effects in the city that work only because of the presence of the Zone De Manifestations linked to Syranie. Not a cloud palace but an actual extension of the city, Voie du Ciel includes some of Sharn's finest inns and restaurants, exotic and upscale trades, and a number of mansions belonging to the very richest citizens.
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's towers and built along the banks of the great chasms that divide the city, the Cogs incorporate elements of ancient ruins and natural caverns.
The Depths _ Is the generic name for everything that lies beneath the city's main plateau, excepting Flanc de Falaise and the Cogs far below. The upper levels give way to active and inactive sewers, some of which have their own inhabitants, as well as the mostly forgotten ruins of earlier settlements built long before the towers started to rise. Far below and accessed by well_maintained tunnels and shafts, the Cogs sit at the very base of Sharn and serve as an actively populated center of industry. In fact, the roots of modern Sharn's towers lie underground in some places, buried by the passing of centuries.
The towers and districts of Sharn are divided up 3 ways. First there are the major tower groups known as Arrondissements, such as the Plateau Central or Dura. An overview of that is in this %%**%%Overview Map%%**%% . These are divided vertically into Upper, Middle and Lower Divisions. Like in this %%**%%Vertical City Map%%**%%, with those being called Districts. Within those are the smaller districts.
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 here.
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 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
See also: Districts, Districts, City of the Dead
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.
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, Sharn attracts visitors and adventurers from around the world. It is a hotbed of activity, known in equal measures for its wonders, its crime rate, its amazing amount of corruption, and its genuinely exciting atmosphere.
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.
Sharn is situated within a “Zone De Manifestation” linked to the plane of Syranie, the Azure Sky. The Zone De Manifestation primarily enhances spells and Objets Magiques that permit levitation and actual flight. Outside the zone, most of these items either grow weaker or lose the ability to function altogether. Without the zone, the city’s great towers and spires would crumble, its transportation systems would collapse, and the neighborhood of Voie du Ciel would plummet to the ground.
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”), or merchant halls (called “tower markets,” often multileveled) found within many tower and building complexes.
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.”
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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, relic hunting, and grave robbing,” as it is called by the administrators of the more respected University of Wynarn, provides many opportunities for adventurers new to the craft and calling, and it isn’t hard to get a letter of marque from Morgrave to explore ancient sites. A particularly capable group might also receive sponsorship or patronage from the university.
The La Sureté enforces the Galifar Code of Justice throughout Sharn, but in practice, residents are more likely to encounter a law officer among the higher spires than in the lower bowels of the city. Constables conduct regular patrols along the higher bridges, platforms, and walkways, venturing lower only when necessity or prudence warrants. Watch towers can be found in every district, though there aren’t really enough constables to adequately serve and protect all of Sharn’s populace. The Watch, reluctantly, calls on agents of the King's Citadel (who maintain a presence in the city) when an incident appears to be more then they can handle. More often, however, the Watch turns to adventurers when it needs additional deputies for a short amount of time.
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 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 918 AR, when unknown saboteurs (no one ever claimed responsibility for the act) caused the Glass Tower to fall from the sky, killing thousands.
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Layout
See also: Districts, Districts
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Finding Someone In Sharn
A city as large as Sharn offers plenty of places to hide (see Hiding, page 21). Consequently, it also supports a sizable number of détectives who specialize in finding people who might prefer not to be found, or just people who don't know someone might be looking for them. There is no single district where détectives tend to set up shop; any given district can only support so many. Middle_class districts of a certain flavor are the most likely areas to find an détective — places such as Négligé in Centre Dura, Porte de la Mort in Palier du Milieu, and Tours de Gardes in Millieu de Menthis. The best détectives — particularly when it comes to finding what's Perdu — are those associated with the Finders' Guild of Maison Tharashk. Four Tharashk détectives with the lesser Marque de la Découverte head agencies in different parts of the city: Kurt Karr'Aashta's Investigations in Porte de la Mort, Information Acquisition in Négligé, Thuranne Velderan's Investigative Services in Tours de Gardes, and Globe Information Agency in Tours du Dragon. The Marqué par le Dragon heads of these agencies generally work only on the most important or difficult cases, but their staffs are among the best détectives in the business.
Do_it_yourself types who don't want to (or can't) pay an détective have other alternatives, ranging from amateur sleuthing to powerful magic. Gather Information might work to find a specific individual. However, it is usually only possible to learn the whereabouts of a person within a single district — asking around Hautes Tours trying to find someone hiding in Précaire is doomed to failure. If the person sought is located in the same district as the person seeking, a successful check against DC 20 to 30 (depending on how noticeable the character is, how carefully he is hiding, and similar factors) can at least narrow down the hiding person's location. Naturally, spells such as locate creature and know location are the most effective means of finding people.
Hiring an détective
An détective's rates vary from person to person. In general, they range from 10 sp to 20 sp per day, plus expenses. (This is comparable to the results of a Profession check.) For exceptionally difficult or dangerous cases, détectives usually increase their rates by as much as 100% and insist on receiving an advance for several days' work.
An détective who brings magical resources to bear in the course of a case charges typical rates for spellcasting:
Spell Minimum Cost*
Clairaudience/clairvoyance 60 gp
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, from the spells used to lift blocks of stone to such enormous heights to the magic that strengthens and supports the towers, allowing them to stand despite all probability. Even with such magic in place, the towers are generally broad at the bottom and narrow at the top, many of them peaking in elegant spires or domes, while others are crowned with fl at platforms that hold parks, pools, or small estates.
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, exterior walls are 10 feet thick, with 1,440 hp per 10_foot section. In the Upper_City, exterior walls are only 5 feet thick, with 900 hp per 10_foot section. Interior walls also consist of stone construction. Some serve important structural functions and are as thick as exterior walls, but most are only 1 foot thick, with 90 hp per 10_foot section.
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, Sharn has precautions in place to reduce the number of deaths that result from falls. The city offers a Standard redistrict of 25 gp to a spellcaster who casts feather fall on a falling person. The redistrict is large enough, and the risk of falling real enough, that spellcasters who can cast feather fall almost always keep one prepared on a daily basis. Watch patrols usually carry a wand of feather fall, but few members have sufficient ranks in Use Magic Device to activate it.
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's always a chance that during your time in Sharn, 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's an excellent chance that you won't fall more 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, keeping you from crushing an innocent 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; otherwise, it's going to be a hard 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, flag 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't get a reward. 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'Dik
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'drik. Université Morgrave and the Fondation du Routard both send teams to Xen'drik on a regular basis, and Sharn hosts a thriving antiquities market that provides demand for items recovered from Xen'drik by both official and amateur expeditions.
The Flanc de Falaise district is a good place to find ship captains experienced in the passage to Xen'drik, who have contacts with the sahuagin of Les dents de Shargon and can secure safe passage through those straits. The journey from Sharn to Cap_Tempête is about 1,500 miles and takes a little over a month by sailing ship. The usual cost of passage is about 300 gp. It is sometimes possible to hire an Frégate Élémentaire for the journey, which takes only three or four days but costs 3,000 gp. A Maison Lyrandar sailing ship (without Élémentaire power) can make the trip in 11 days and costs about 1,500 gp. Aéronefs do not normally make the trip from Sharn to Xen'drik.
Cap_Tempête, a rough_and_tumble frontier community where Géants often trade in the marketplace, is an essential stopover for most expeditions before proceeding farther into the wilds of Xen'drik.
Expedition Arrangements
If a group of adventurers manages to secure employment on an expedition to Xen'drik, they can expect the following terms:
The organizer of the expedition secures letters of marque for the characters.
The organizer usually arranges for transportation to Xen'drik, though this is not always true.
The organizer provides rations and mundane equipment, usually consisting of anything in the “Adventuring Gear” category of goods from Table 7_8 in the Player's Handbook.
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's life.
Guides
As the gateway to Xen'drik, Sharn has a number of residents who sell their services to adventurers and prospectors planning expeditions to that mysterious continent. As with investigators, Maison Tharashk dominates this field, making use of their magical Marque Du Dragon abilities (know direction and find the path) as well as their extensive, if more mundane, skills and experiences. The House's grand hall in Tours du Dragon is its most prominent public face, but better deals and sometimes better guides can be found in their enclave in la_falaise (in Haute Dura).
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' purposes.
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, but a guard who fought on the Droaam 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't currently benefit 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's Landing beyond capacity, and Sharn is 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're suffering-and they might 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 “towers, ” they think of graceful little 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,you see 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, squalid, poor, modest, comfortable, wealthy, and aristocratic (see “ Expenses” i n chapter 5 of the Player's Handbook)-are also used in this chapter as 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'iyas, 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's 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's Lan d i ng. Whispered rumors suggest that 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's nine towers. Pilgrims often come to visit one of three particular sites. The Korranath in Upper Central features Khorvaire's largest temple of Kol Korran. The Great Hall of Aureon in Upper Menthis draws scholars and worshipers alike. The Pool of Onatar's Tears in the Blackbones district of the Cogs is said to impart a blessing to any smith who bathes their hands in its waters. The Cathedral of the Cleansing Flame, Sharn's 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's 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're already being well paid by powerful nobles and criminal organizations, and they work efficiently 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's ward and quarter will give you a broad idea 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 “malicious theft of identity” -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're also good places to get 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: the Boromar Clan, Daask, House 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).
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's case comes to the attention 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's magic sword confiscated instead might sting. If a criminal can't afford to pay a fine, the sentence might be changed to hard labor-or, in the case of adventurers, performing special services on behalf of the city or the Crown. 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.
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, cut purses, or throw people to their dooms. 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
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, “Blade of Sorrows.”
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, and he named the city Shaarat, deriving the name from the stories told by his Gobelin slaves.
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, Lord Halas Tarkanan gathered his aberrant kindred. Tarkanan, a brillant tactician, used his military skills and the power of the Marque Aberrante du Dragon to turn the tide of battle. Tarkanan and his queen seized control of Sharn, turning it into a bastion for the aberrant marks.
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, the location had considerable strategic and economic value.
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, and to this day Maison Bombardier remains one of the most influential forces in Sharn. Nain engineers were brought in from the Bastions de la Nation, and a few of the Brelon nobles invested a great deal of gold in the city. Chief among these was the ir’Tain family. The ir’Tains are known as the slumlords of Sharn, and over the centuries the family has made a fortune from its many tenement properties. Today, the ir’Tains are one of the most powerful noble families in Breland; Lord Hass ir’Tain is an influential member of the BrelandeParliament, and his mother Celyria is the unquestioned leader of high society in Sharn. Other powerful families and merchants flocked to the new city, and Sharn prospered and grew.
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'Ombres of the new towers that stretched toward the sky. Occasionally treasure_hunters venture down into the haunted levels that lie between the Lower_City and the Cogs, but the vast majority of the citizens know little or nothing of the ruins that lie in the Depths.
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.
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's greatest city was carved into the jagged cliffs that Sharn now towers over. This city was called Ja'Shaarat. This metropolis didn't rise toward the skies, like Sharn does. Instead, the architects of the Dhakaani built a vast number of Chambres and tunnels into and under the ground. As the city grew in size, the Dhakaani eventually would build great monolithic buildings on the plateaus above the Fleuve de la Dague that would later serve as the foundations for Sharn. When the Daelkyr invaded Eberron, the city was devastated, and the hobGobelins never had a chance to restore it to its greater glory.
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'Shaarat once stood. There he enslaved what Gobelins still resided in the ruins and erected a fortress within the ruins. He sealed off the lower wards of the ancient hobGobelin city and named the city Shaarat, as a result of stories told by the Gobelins he enslaved. For 600 years, Shaarat prospered and grew into a powerful metropolis once again. Breggor Firstking, the first ruler of what would become Breland, eventually conquered Shaarat and renamed it Sharn.
Over the course of the next 800 years, Sharn's towers began to rise and the city developed into something resembling Sharn today. Around this time, the Maisons Marquées Du Dragon began to prosper and this helped cultivate Sharn into economic power. But the Maisons Marquées Du Dragon also brought with them La Guerre des Marques. The leader of those who bore the aberrant Marque Du Dragon, Tarkanan, took control of Sharn and turned it into a home for all who wore the destructive marks.
Tarkanan couldn't hold the city for long, but in the end he used his terrible powers to destroy much of the city. For the next 500 years, the city was looked down upon and the city remained in ruins. Then, when Galifar I took control of the Cinq Nations he rebuilt Sharn. The metropolis felt the blessings of Galifar and would eventually develop into the center for trade, diplomacy, and intrigue that it is today.












