Sharn

Sharn, The city of Towers

Sharn, The City of Towers

This city is the largest in the Kingdom of Breland, set against the Northeastern cliffs of The Hilt along the Dagger River, its towers reach up thousands of feet into the sky. Above all the towers is a skyway, a floating island, where the city’s elite live and play. The towers provide constant shade to anyone in the lower levels for all but a few hours during the day. At night the streets are lit by everburning lanterns, though this does not ensure safety. The city is primarily made up of humans, but all of the common races and many of the uncommon races can be found for those who know how and where to look. Dwarves and Warforged form part of the City Watch. Shifters, Goblins, and Changelings can be found in the lower city, avoiding the Watch. Dwarves and Goblins can also be found in the trade districts as merchants and tradesmen. Halflings tend inns and taverns. Gnomes are often found at Morgrave University, entrenched in studies or teaching technomancy. Elves and Karnathi are often teachers of arcane and psionic arts at one of the two Universities. Half-Elves can be found throughout the city in a variety of roles. House Lyrandar airships dock at many of the towers, bringing in upper-class passengers, and freight.. And the odd “civilized” Orc or Half-Orc usually ends up being a bouncer, or bodyguard.

There are a variety of ways to travel about the city. The cheapest is walking, but that can be very tiring, especially in a city that is more vertical than horizontal. There are magical lifts that can carry people and merchandise to higher levels easily and quickly, but many of these are tolled at the price of a few copper pieces. Flying beasts of all types can be seen bearing riders to and from towers on the upper levels. Some favored mounts are pegasi, and griffons. The Watch maintains a roost of Giant Eagles for daytime patrol, and Giant Horned Owls for night patrols.

Top

Central Plateau

Central Plateau is the heart of Sharn. Its top levels include the seat of the city’s government and its bustling finance districts. Its middle levels host the enclaves of the dragonmarked houses (which some describe as the real government of the city) and embassies of the other nations of Khorvaire. Its location makes its residential neighborhoods highly desirable and its marketplace perhaps the busiest in the city.

Watch Detail: 504 guards of the Watch: 152 on day shift (122 patrol, 30 stationed), 176 on evening shift (141 patrol, 35 stationed), 176 on night shift (141 patrol, 35 stationed). These guards are responsible for Northedge as well as the Central Plateau.

Upper Central

Population: 8,400

Social Class: Upper class

Character: Upscale downtown, bustling and frenetic

Districts: Civic district, finance district (2), fine shops, park district, wealthy residential

Businesses: Exclusive, exotic, and exceptional; gold piece limit: 100,000 gp

Key Personalities:
  • Lord Mayor Cathan ir’Demell (LN male human aristocrat 12)
  • Councilor Javan Tomollan (LN male human expert 8)
  • Daphanë d’Kundarak (N female dwarf expert 7/dragonmark heir 4)
  • Kalphan Riak (NE male human expert 5/sorcerer 5)
  • Hendra ir’Kavay (NG female human aristocrat 3/rogue 6).

The Upper Central ward is the most exclusive and expensive area of Sharn’s towers, surpassed in the city only by Skyway. It is home to some of the most powerful individuals in Breland, though it is far from the kingdom’s seat of government. More wealth flows through this single district than many cities ever see. With this great power comes enormous corruption, however, and more evil is done (or at least ordered) in Upper Central than a casual look would suggest.

Districts

Highest Towers

District Type: Civic district

Buildings: Council hall, bureaucratic offices, monument/memorial, guard post, temple (Boldrei), upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (60), average trades (60), upscale services (75)

First Impression: The lofty and ornate towers of this district offer panoramic views of the surrounding city. People stride along well lit streets and gracefully arcing bridges with an air of importance and the smell of great wealth.

Social Class: Upper class

Highest Towers is the seat of Sharn’s government and includes all the city offices, the council hall, and other civic features.

Council Hall: Sharn’s seventeen-member city council meets at the top of Sun Tower. Surrounded by a colonnaded gallery and crowned by an observation deck, the council hall offers some of the most spectacular views in the city. The council meets weekly, and an elite troop of soldiers (privately employed by the council) guards the hall during meetings. When the council is not in session, the hall is a tourist attraction, though aides and lesser bureaucrats bustle through its lower halls unceasingly.

City Archive: This large, windowless building near the top of Vasha Tower contains the nearly endless legal and historical records of Sharn. Copies of birth records, marriage rolls, and death certificates are kept in the archives, as well as property records, copies of letters of marque, and records of identification papers issued in the city. Agents of the Citadel have unrestricted access to the records, and other characters with contacts in the government or in a dragonmarked house might be able to gain access to a specific set of records for a single use by calling in a favor.

Airship Docking Tower: Airships arriving from elsewhere in Khorvaire dock at the top of Lyrandar Tower. Skycoaches linger here to carry arriving passengers to other destinations in the city, along with guides hoping to win contracts for work in the city. Of Sharn’s three arrival point (including the waterfront and the Orien lightning rail station in Lower Tavick’s Landing), this is by far the least busy, as well as the safest.

Top

Korranath

District Type: Finance district

Buildings: Banks (5), moneychangers (30), temple (Kol Korran), upscale food (40), exotic trades (24), upscale trades (100), upscale residences (80)

First Impression: There doesn’t seem to be anyone here who is not wealthy, and the whole district seems to be set up as a shrine to money itself. Every shop sells only the finest goods, each huge house is impeccably maintained, and the sound of money changing hands fills the air. Even the guards—who are everywhere—seem well off.

Social Class: Upper class

Korranath, one of Sharn’s twin financial districts, is also the seat of the Aurum’s power in the city. Named for the great temple of Kol Korran that lies at its heart, Korranath is utterly dedicated to the darker side of the god of wealth—the pursuit of wealth at any cost.

The Korranath: The grand temple of Kol Korran is one of the most incredibly ostentatious and elaborate structures in Sharn. Surrounded by a grand colonnade, the interior of the temple rises in a grand dome a hundred feet across covered with gold leaf and studded with precious gems. The tiles in the mosaic floor are made of precious stones as well, and all the sacral objects inside the temple are solid gold. Sightseers and pilgrims regularly crowd the Korranath, milling under the watchful eye of the temple soldiers employed to protect the fabulous wealth inside. The high priest of the Korranath, appointed by the mayor on an annual basis, is rarely a cleric though he carries out rote ceremonial functions. The current high priest, Kalphan Riak, is a leader of the Aurum. See Riak Mansion, below, for more information.

Kundarak Bank of Sharn: The Kundarak bank, operated by the Dwarven Dragonmarked House Kundarak, is the largest and most important bank in Sharn. Kundarak holds more loans than the other nine banks in the city combined, including many loans supporting key building projects, past and present. From its perch at the top of Kundarak Tower, the bank wields a great deal of behind-the-scenes influence over every part of politics in Sharn. Daphanë d’Kundarak (N female dwarf expert 7/ dragonmark heir 4) is the leader of the Kundarak Enclave in Sharn and the president of the bank. She divides her time between the house enclave in Dragon Towers (in Middle Central) and the bank, but favors the bank.

The Vaults: The lowest levels of the Kundarak Bank are known as the Vaults, and are almost a separate business entity from the bank proper. House Kundarak offers storage space for small- to medium sized items of great value with the highest possible security, at a cost of 15 gp per month (which includes insurance against theft). These are for long-term storage, not for short-term like the safe-deposit vaults described in the Eberron Campaign Setting, and thus can’t be collected magically from other sites.

Top

Korran-Thiven

District Type: Finance district

Buildings: Banks (5), moneychangers (30), temple (Kol Korran), upscale food(40), exotic trades (24), upscale trades (100), upscale residences (80)

First Impression: Armed guards stand near just about every storefront and on every balcony in this district, wearing the livery of private security companies. The buildings are clean and ornately decorated, and money seems to be changing hands everywhere.

Social Class: Upper class

Korran-Thiven is the other twin of Sharn’s financial districts, similar in many ways to Korranath but with a harder edge. Its name means “Korran’s Blade” in Dwarven, and the district seems more obsessed with protecting wealth than with acquiring it.

Wayfinder Foundation: The Wayfinder Foundation has a relatively small office in Sharn, but it is a vitally important one for many of the adventurers who operate in Sharn’s depths and Xen’Drik. The Foundation liaison in Sharn is Hendra ir’Kavay (NG female human aristocrat 3/rogue 6), a wealthy socialite whose interest in ancient history is largely financial.

Top

Mithral Tower

District Type: Wealthy residential

Buildings: Upscale residences (250), average residences (30)

First Impression: The homes in this district are large and well kept, showing clear signs of great wealth. True to the district’s name, many of the houses boast mithral filigree.

Social Class: Upper class

Mithral Tower is Sharn’s most desirable downtown residential district, comparable to the more suburban Oak Towers and Crystal Bridge districts in Upper Northedge.

Tomollan Estate: Mithral Tower’s most noteworthy resident is its representative on the city council, Javan Tomollan (LN male human expert 8). Tomollan made his fortune working for House Lyrandar arranging trade agreements, but he no longer maintains friendly contacts with that house. He remains one of Sharn’s wealthiest citizens, and the Aurum actively seeks to recruit him for their Platinum Concord—so far, unsuccessfully.

Top

Platinum Heights

District Type: Fine shops

Buildings: Upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (120), upscale residences (80)

First Impression: Stores, restaurants, hotels, and a few homes in this prosperous neighborhood are all high-priced and lavish.

Social Class: Upper class

Platinum Heights is the finest commercial district in Sharn, home of the most exclusive businesses, from restaurants to magic item dealers.

Aurora Gallery: Aurora Gallery is a unique establishment in Sharn, a magic item auction house. Items worth as much as 130,000 gp market price can sometimes (20% chance) be found at Aurora Gallery. When buying items at auction, characters should expect to pay between 80% and 140% (2d4+6×10%) of normal market price. Aurora Gallery buys goods at the normal rate (50% of market price), and buys items worth up to 130,000 gp. They do not usually buy or sell charged items, but exceptions have been made in the past.

Gray Dragon Inn: A luxurious inn near the pinnacle of the Tower of Gold, the Gray Dragon offers elegant suites to visiting dignitaries and others with wealth to spare.

Sannid’s Restaurant: Known for its extensive wine collection, Sannid’s is one of Sharn’s finest restaurants. The cuisine is mostly spicy Brelish fare, with selected entrées representing the best of Khorvaire’s other cuisines, including Karrnathi sausage, Aundairian veal with tomato gravy, and Mrorian stroganoff. Its wines come from all over the world, and Sannid’s proudly offers Aerenal spirits to its most selective customers. Jaetha Sannid (N female human expert 5) is the third-generation owner and head chef of the restaurant, a sophisticated and charming middle-aged woman with silvered auburn hair.

Top

Skysedge Park

District Type: Park district

Buildings: Parks (3), temples (Arawai and Balinor), druidic site (Gatekeepers), upscale taverns (25), exotic trades (20), upscale trades (40), upscale services (70), upscale residences (120)

First Impression: A park seems impossible in this city of towers, but grass and trees actually grow from the tops of a few towers in this district. A colossal iron statue looks over the entire area.

Social Class: Upper class

Skysedge Park is Sharn’s only park district, though Shae Lias (in Upper Northedge) is similar in some ways. Here, three large parks occupy the top floors of some of the largest towers—grass and trees grow in a deep layer of earth atop the towers, artificial ponds carved into the surface shimmer invitingly, and the noise of the city are magically dampened. The population of Skysedge Park includes a small minority (around 400 people) of immigrants from the Eldeen Reaches, struggling to maintain something like their traditional lifestyle in a city that defies the encroachment of nature.

Skysedge Park: The largest of the three parks in this district gave its name to the whole district. Skysedge Tower stands near Highest Towers and Mithral Tower, and contains upscale businesses just below the park. The park is beautifully landscaped, with gently sloping earth and well-tended grass, small fruit trees, and three small ponds. At the entrance to the park, a 100 foot-tall iron statue stands watch. Called the Iron Guardian, it was crafted centuries ago by the artisans of House Cannith. Legends tell that it is a construct crafted for use in the War of the Mark, but it has not been seen to move in the recorded history of the modern city.

The Gatehouse: In Carosten Park, near the edge of the plateau, stands a small stone building. Passersby generally assume the building belongs to the park caretakers and pay it no heed, but it is actually a sacred site to the sect of druids known as the Gatekeepers. From this small shrine in the midst of a “natural” site in the City of Towers, the Gatekeepers monitor the manifest zone, the sewers and ruins below, and the activity of powerful spellcasters in Sharn to ensure that no dangerous planar breach appears in the city. They are not overly concerned with ordinary summoning spells and have little worry that the angels of Syrania are planning an invasion of the Material Plane, but they are deeply worried about recent events in the Depths.

Top

Middle Central

Population: 10,400

Social Class: Middle class (1 upper class district)

Character: Bustling and fast-paced downtown.

Districts: Embassy district, garrison, guildhall district, marketplace, professionals, temple district

Businesses: Solid, respectable, somewhat overpriced; gold piece limit: 40,000 gp

Key Personalities:

  • Knight-Marshal of the Citadel Sir Banarak Tithon (LN male human fighter 7/citadel elite 5)
  • High Priest of the Sovereign Host Phthaso Mogan (NG dwarf male cleric 10)
  • Archierophant Ythana Morr of the Silver Flame (LE female human cleric 11)
  • Merrix d’Cannith (LE male human artificer 9/dragonmark heir 3)
  • Yevgen Torrn (N male half-orc expert 5/master inquisitive 3/dragonmark heir 1)
  • Solia d’Lyrandar (N female half-elf expert 7/ dragonmark heir 4)
  • Daphanë d’Kundarak (N female dwarf expert 7 dragonmark heir 4)
  • Solirion Torralyn d’Sivis (N male gnome magewright 6 dragonmark heir 5)
  • Thora Tavin (LE female human expert 3/rogue 6)
  • Councilor Sorik Senso (LN male half-elf expert 11)

The home of Sharn’s Dragonmarked families and an abundance of foreign ambassadors, the Middle Central ward rivals its upper neighbor as a seat of power in the city. In fact, that rivalry is quite literal, as Councilor Senso is a bitter personal rival of Councilor Tomollan of Upper Central. Middle Central lacks the wealth of the upper ward, but makes up for it in political connections across Khorvaire.

Districts

Ambassador Towers

District Type: Embassy district

Buildings: Embassies and consulates (9), diplomatic residences (60), upscale lodging (35), upscale food (50), exotic trades (30), upscale trades (55), upscale residences (40)

First Impression: The flags of most of Khorvaire’s nations fly in this district, hanging in front of monumental embassy blocks in this district. The crowds include people of all races and many different ethnic backgrounds.

Social Class: Upper class

Ambassador Towers, Sharn’s embassy district, is home to embassies and consulates from eleven foreign nations: Aundair, Cyre, Karrnath, the Lhazaar Principalities, the Mror Holds, the Talenta Plains, Thrane, Valenar, Zilargo, Aerenal, and Riedra. A single consul or ambassador heads each embassy. These dignitaries are usually aristocrats or experts of medium level (5th–10th), sometimes multiclassed with a PC class such as rogue, bard, or sorcerer, and sometimes with the spymaster prestige class. The rest of the embassy staff consists of bureaucrats and clerks as well as diplomats, negotiators, and spies. In the minds of Khorvaire’s diplomatic community, the Last War might not be over—a few years of peace could be nothing more than a brief hiatus from a conflict that lasted a century, and hostilities could erupt again at any moment. Best to be prepared. Cyre’s embassy was established here long before the Last War, and its staff continues to advocate for the interests of the villagers of New Cyre, in eastern Breland.

The Brelish Museum of Fine Art: Breland’s national museum is located in Farhaven Tower, near the Bazaar Bridge leading to Middle Dura. It has two main areas of emphasis: art representing the Brelish spirit (which primarily means any artwork created by a Brelish artist) and antiquities from [[Xen’Drik]], which certain people in the Brelish government would like to view as a colony of Breland. Its Brelish art collection is unequalled, and includes some world-famous works by great masters of antebellum Galifar. Its collection of antiquities is also impressive, though it is small in comparison to that of the Dezina Museum at Morgrave University.

The Citadel: An imposing, fortified structure near the middle levels of Andith Tower, the Citadel is both the headquarters of the local Knights of the Citadel and the city jail. A great balcony on the outside of the fortress is guarded by knights but allows easy access to this seat of Brelish law in Sharn. Unexpected visitors to the Citadel rarely receive a warm welcome.

Athania’s Companions: One of several “escort services” providing companionship to visiting diplomats in Ambassador Towers as well as well-to do clients in all of Sharn’s best neighborhoods, Athania’s Companions is unique in at least one respect: it is also a spy ring in the business of collecting, cataloging, and selling secrets. Athania (N female elf rogue 8) runs both businesses. The fact that she is a dragonmark heir of House Phiarlan is her own best-kept secret; not even the majority of her employees are aware of her family connection. The escorts of Athania’s are women and men of beauty and intelligence, trained in the arts of conversation, seduction, and deception. After spending time with a client, they prepare an intelligence report for Athania, who finds interested buyers for any significant items. Some secrets she keeps to herself, holding them in reserve to use as leverage when her cover is finally broken.

Top

Dava Gate

District Type: Professionals

Buildings: Temples (Olladra and Onatar), shrine (Boldrei), average lodging (15), upscale food (11), average food (25), exotic trades (11), upscale trades (15), average trades (40), upscale services (40), average services(80), upscale residences (40), average residences (80)

First Impression: Small businesses cluster in towers surrounded by residential areas, and look little different than the homes around them.

Social Class: Middle class

Dava Gate is a quiet district where professional services outnumber trades. Architects and cartographers, barristers and sages, healers and fortune tellers all coexist in Dava Gate’s small business parks. These clusters of professionals are sometimes themed by the type of service offered—for example, one floor of Calsin Tower includes a number of services devoted to animals: an animal trainer, a kennel, a mews, a stable, and a veterinarian—but others are not.

Top

Dragon Towers

District Type: Guildhall district

Buildings: Dragonmarked house enclaves (12), trade guild halls (20), average lodging (20), average food (35), upscale trades (20), average trades (50), poor trades (15), upscale services (20), average services (35), poor services (13), average residences (120)

First Impression: Wealthy and important-looking people parade through this district with escorts of sycophants and well-armed guards. The sigils of the dragonmarked houses are in abundant view.

Social Class: Middle class

Enclaves belonging to the thirteen Dragonmarked Houses can be found in this district. Of the thirteen, the most important in Sharn are House Tharashk, House Cannith, House Kundarak, House Sivis, and House Lyrandar. Those five families have the largest enclaves in Dragon Towers, as well as smaller outposts in the areas of the city where they do most of their business.

Tharashk Enclave: The sprawling complex of Tharashk Enclave occupies several levels of three towers near the Sword Point district. A significant percentage of Sharn’s half-orc population lives in this complex. Yevgen Torrn (N male half-orc expert 5/master inquisitive 3/dragonmark heir 1) leads the enclave, and operates as a very expensive inquisitive-for-hire.

Globe Information Agency: This inquisitive agency run by Kava Velderan (N female human expert 6/master inquisitive 3), a dragonmarked heir of the House of Finding, has ties to House Tharashk. Kava prides herself on her ability to find anyone, anywhere. Her agents escalate cases to her attention only when they prove to be nearly impossible to solve.

Cannith Enclave: Cannith Enclave inhabits the whole of Cannith Tower. In both Highest Towers (Upper Central) and Granite Halls (Lower Central), members of House Cannith’s Fambricators’ Guild operate artisans’ shops (upscale trades) in the tower. Merrix d’Cannith leads House Cannith’s Sharn enclave.

Lyrandar Enclave: The Lyrandar Enclave in Dragon Towers is relatively small, but only because so much of the house’s operations are housed elsewhere in Sharn. They have several offices in the waterfront districts of Cliffside and Lower Dura to manage the house’s shipping interests, and a large office near the airship docking tower at the top of Lyrandar Tower, in the Highest Towers district, manages the house’s air transport business. Though House Orien controls the land shipping in and out of the city, House Lyrandar has offices in Lower Tavick’s Landing to facilitate trade between the two houses. Solia d’Lyrandar oversees the enclave and supervises the operations of all the smaller offices, as well.

Kundarak Enclave: Kundarak Enclave can be found in Sivis Tower, as the house commands a major presence in the Korranath district (in Upper Central), where the Kundarak Bank is located. Even so, Kundarak Enclave is large and impressive, with marble columns supporting lofty ceilings with dazzling mosaics of precious metals and stones. Security, as one might expect from the House of Warding, is extremely tight. Daphanë d’Kundarak oversees the enclave, but spends most of her time at the Kundarak Bank.

Sivis Enclave: The Sivis Enclave, tightly enclosed in Sivis Tower, shares space with the Dwarves of House Kundarak. It has equally grand architecture and ornamentation, though motifs of writing and calligraphic engraving run through the decoration of the Sivis locations. Solirion Torralyn d’Sivis is the head of the enclave, and supervises the Speakers’ Guild operations in Sharn.

House Tarkanan: House Tarkanan is a criminal organization structured in mockery of the Dragonmarked Houses. Its leader, Thora Tavin, is not related to the dragonmarked houses, though she does have an aberrant mark—a fact that she keeps secret from even her closest associates. Thora’s residence, a spacious mansion nestled among the towers of the house enclaves, serves as the secret headquarters of her organization. From here, she personally directs a range of criminal and questionable activities throughout the city, with a particular focus on burglary, assassination, forgery, and loan sharking.

Top

Sovereign Towers

District Type: Temple district

Buildings: Temples (10: each of the Sovereign Host and the Silver Flame), shrines (Aureon, Dol Arrah, Onatar, The Traveler, The Undying Court), upscale lodging (5), average lodging (15), upscale food (15), average food (30), exotic trades (20), upscale trades(20), average trades (40), upscale services (40), average services (100), upscale residences (20), average residences (80)

First Impression: This district regales all things holy, or at least their representation in art and architecture. Statues, paintings, and mosaics of deities and saints are everywhere, and great temples stand out among the lesser buildings.

Social Class: Middle class

The Central Plateau’s temple district houses some of Sharn’s greatest monuments of faith. Unfortunately, too often these monuments seem cold as the faith that inspired them evaporated long ago, replaced by ritual or even a deep corruption.

Pavilion of the Host: The largest temple complex devoted to the Sovereign Host in Sharn, the Pavilion of the Host consists of a grand open tower ringed by temples dedicated to each of the nine deities in the pantheon. In the central pavilion, sacrifices offered in major festivals and on important holy days honor the pantheon as a whole. The ranking priest in Sharn, High Priest Phthaso Mogan (NG dwarf male cleric 10), leads most of these rituals and sacrifices. Homes for the many clergy working here occupy several tower levels below the Pavilion.

Cathedral of the Cleansing Flame: Sharn’s most important temple to the Silver Flame, named in honor of the church’s role in cleansing Khorvaire of the stain of evil, ironically may also be its most corrupt holy institution. The Archierophant of the region, Ythana Morr (LE female human cleric 11), helps foster this corruption, while many of the clergy and other staff simply covet privilege, power, and material wealth. The Archierophant, however, actively cooperates with the rakshasa Zathara, who lives in the Central Cogs district of Khyber’s Gate.

Top

Sword Point

District Type: Garrison

Buildings: Garrison building, temple (Dol Arrah), average lodging (20), poor lodging (4), upscale food (8), average food (15), poor food (15), upscale trades (15), average trades (33), poor trades (28), average services (40), average residences (160), poor residences (40)

First Impression: Officers of the Watch march to and fro, others stand at attention, and still others drill for combat. Shouted commands and marching songs fill the air.

Social Class: Middle class

Sword Point houses the Sharn Watch garrison responsible for maintaining order throughout the Central Plateau and Northedge, with just over 500 guards in residence or assigned to duty in the district. Sword Point

Garrison: This sprawling complex links five adjacent towers into an enormous fortress-like structure. Thick walls crowned with battlements connect the towers along the periphery, while a huge platform connects all five towers to form an open yard for drills, all a half-mile above the ground. The ranking officer at Sword Point, Commander Belew Yorgan (LE male dwarf warrior 3/fighter 5), is a harsh but effective leader. He tries to curry favor with the Citadel, the dragonmarked houses, the city council, and the temple leadership all at the same time. As a direct result, he commits most of his resources and attention to the Upper and Middle Central districts, leaving Lower Central under protected and Northedge practically ignored.

Tradefair

District Type: Marketplace

Buildings: Open-air market, temple (Kol Korran), average lodging (9), average food (45), exotic trades (15), upscale trades (50), average trades (140), poor trades (40), upscale services (20), average services (60), poor services (20)

First Impression: This district is awash in colorful signs and tents. The shouts of barkers rise above the noise of shoppers, and a dozen scents—from sweet perfumes to sizzling meats—fill the air.

Social Class: Middle class

Tradefair, the mercantile hub of the Central Plateau, boasts the quarter’s only open-air marketplace, along with a thriving collection of trades and services.

Tradefair Market: Tradefair Market, the openair marketplace, operates daily during daylight hours. In contrast to other marketplaces in the city, Tradefair has regulations about stall spacing that ensure relatively straight, wide, and open (though crowded) aisles for customers to walk through. The goods available in Tradefair are generally of high quality, and an abundant number of House Cannith tinkers can be found to make repairs through mundane or magical means. A permit to sell in Tradefair Market for one day costs 1 gp, which certainly guarantees a certain level of quality among the merchants present, and keeps the market from becoming overcrowded.

Top

Lower Central Plateau

Population: 11,600

Social Class: Middle class

Character: Artistic and eccentric downtown

Districts: Average residences (2), shops (2), tavern district, inn district

Businesses: Upscale food and lodging, boutiques and galleries; gold piece limit: 40,000 gp

Key Personalities:

  • Councilor Sava Kharisa (NG female human expert 7/wizard 3)
  • Kielsten Marquan (NE male dwarf expert 3/rogue 3

The Lower Central ward seems to exist in blissful ignorance of the power struggles raging above it. A hot bed of cutting-edge artistic expression and unusual ideologies, Lower Central serves as a counter cultural contrast to Sharn’s busy downtown.

Top

Districts

Boldrei’s Hearth

District Type: Inn district

Buildings: Temples (Boldrei, Silver Flame), average lodging (60), poor lodging (75), average food (45), poor food (55), average trades (40), poor trades (43), average services (35), poor services (45)

First Impression: Hotels, inns, and rooms for rent seem to be everywhere in this district.

Social Class: Lower middle class

Boldrei’s Hearth holds the Central Plateau’s largest concentration of hotels, inns, and other forms of lodging. It doesn’t offer the elite hotels that are found in Highest Towers, Platinum Heights, and Ambassador Towers, but a great number of very comfortable rooms are available.

Marquan’s Rooms for Let: A respectable, if a bit run-down, option for longer stays in Lower Central, Marquan’s offers private rooms with a common dining room. The building is decorated with paintings, sculpture, and pottery produced by local artists, all of whom are past or present residents of Marquan’s. Kielsten Marquan, the owner and sole employee, no longer keeps the place up as well as he used to. This is because Kielsten runs a small cult devoted to a radiant idol, and his attention to his business has slipped as his activity and responsibilities within the cult have increased. Kielsten’s cult holds meetings in a large private room at Marquan’s. Here, the cult members pay homage to their patron, a radiant idol that calls itself Zotharr, Idol of Death. Zotharr demands gifts as part of these ceremonies, and its demands have become increasingly extravagant with the increased loyalty of its cultists. The cultists have been seduced into acts of robbery, kidnapping, and—most recently—ritual murder to please their patron. Kielsten assumed leadership of the cult in the last month, after the previous leader balked at performing a human sacrifice and Zotharr killed him for his disobedience. Kielsten is nervous but sadistically excited about his new responsibilities.

Top

Granite Halls

District Type: Shops

Buildings: Temple (Arawai), shrine (Kol Korran), average lodging (15), average food (40), exotic trades (15), upscale trades (50), average trades (140), poor trades (40), upscale services (10), average services (40), poor services (8)First Impression: Quirky boutiques and art galleries stand out among a host of more mundane shops.

Social Class: Middle class

Granite Halls is one of Lower Central’s two mercantile districts. Compared to North Towers, it has more art galleries and fewer bookstores, but otherwise the two districts are very similar.

Sava’s Gallery: Sava Kharisa (NG female human expert 7/wizard 3) owns this trendy art gallery and serves as the city councilor for the Lower Central ward. Unlike many councilors who are appointed based on their economic position in their home wards, Sava seems to have won her seat on the council purely by virtue of her excellent reputation. She is extraordinarily well connected, with good friends and close contacts throughout the city, and she maintains excellent relationships with most of the merchants of Granite Halls. She keeps in touch with some of Lower Central’s wilder political factions, and is by far the most radical voice on the council. It may be that her only enemies in Sharn are her fellow council members.

Top

Myshan Gardens

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: Orderly collections of townhouses ring the towers of this quiet district. Children play in the streets, couples stroll arm in arm.

Social Class: Middle class

Myshan Gardens is an unremarkable residential district. Its downtown location in Lower Central makes it particularly attractive to younger residents, particularly those with an artistic bent, radical political ideas, or untraditional lifestyles.

Top

North Towers

District Type: Shops

Buildings: Temple (Aureon), shrine (Kol Korran), average lodging (15), average food (40), exotic trades (15), upscale trades (50), average trades (140), poor trades (40), upscale services (10), average services (40), poor services (8)

First Impression: Quirky boutiques and small bookstores stand out among a host of more mundane shops.

Social Class: Middle class

North Towers is one of Lower Central’s two mercantile districts. It has a higher concentration of bookstores than any other district in Sharn except the University District.

Top

Olladra’s Kitchen

District Type: Tavern district

Buildings: Temple (Olladra), average lodging (44), poor lodging (50), average food (45), poor food (80), poor trades (40), poor services (40), poor residences (80)

First Impression: Conversation wafts from the open doors of a half-dozen taverns and restaurants, and the tantalizing aroma of food fills the air.

Social Class: Lower middle class

The restaurants and taverns of Olladra’s Kitchen are neither the dens of drunken revelry common in other lower wards nor the high-class, high-priced eateries of Upper Central or Skyway. They are gener- ally subdued, specialty restaurants and taverns that serve as meeting places for artists and ideologues.

Ellfate’s Eatery: Ellfate’s is a small restaurant at the base of Skysedge Tower. It specializes in omelets, with a menu including the Blood of Vol (an omelet made with Karrnathi sausage and red pepper sauce), the Skyway Special (a very light and fluffy dessert omelet served atop whipped cream), and the Eldeen Banquet (loaded with vegetables). It is also a favorite meeting place for zealous mercantilists, a group of political revolutionaries who would like to see the king overthrown and replaced by a governing council of merchant-princes. Though their ideals are similar to the secret agenda of the Aurum, this group is all bluster and no action, and has no connection to the Aurum.

Top

Vallia Towers

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: See Myshan Gardens.

Social Class: Middle class

Vallia Towers is very similar to Myshan Gardens. Its population includes an unusually high concentration of half-elves,but otherwise features the same hodgepodge of artists, revolutionaries, and nonconformists.

Top

Cliffside

Population: 8,800

Social Class: Lower Class

Character: Seedy waterfront district

Districts: Red light district, shantytown, waterfront district (2)

Businesses: Businesses catering to transients, such as waterfront taverns, bordellos, flophouses,shipfitters, sailmakers, and so on; gold piece limit: 10,000 gp

Watch Detail: See Dura

The Cliffside ward makes up the lower edge of Dura, built on and into the cliffs that drop toward the river. This waterfront district, full of businesses that cater to the sailors who pass through Sharn’s port, can be a rough and tumble place. Legitimate services can be found here—ships need supplies and repairs,goods need to be stored, captains need a place to hire a crew, and sailors need a bed on dry land to sleep in once in a while—but other businesses spring up simply to meet demand.

These less-than legitimate services include bordellos, taverns, casinos, and even shadier entertainments for sailors to spend their off-duty hours and wages on. The City Watch finds it hard to keep order here (or perhaps the Watch captains simply find it hard to care), and Cliffside is one of the most crime-ridden wards in all of Sharn. Some say the problem is exacerbated by the presence of sahuagin in the ward, who sell their services as guides through the Straits of Shargon.

Top; Cliffside

Grayflood

District Type: Waterfront district

Buildings: Other (20), temples (Kol Korran, Balinor, Onatar, Aureon), poor lodging (20), poor food (36), poor trades (100), poor services (140), poor residences (80)

First Impression: Most of the traffic here consists of sailors in search of entertainment. Bars, flophouses, and small shops—many of which don’t bother to advertise the nature of their business—line the street, which winds precariously along the edge of a steep cliff overlooking the river.

Social Class: Lower class

Grayflood, a seedy waterfront district, fills roughly the northern half of the docks and wharves running along the Dagger River. Gigantic cranes empowered by magic haul freight from ships at dock to the warehouse districts of Precarious and White Tower, while the crews of those ships restock and recharge at the shops and taverns that line the bottom of the great cliffs.

Top; Cliffside

Mud Caves

District Type: Shantytown

Buildings: Poor residences (400)

First Impression: Lean-tos, smoky fires, and makeshift hovels cling to the side of the cliff and spread into tiny caves in the great rock wall.

Social Class: Lower class

The southern expanse of cliff face, away from the wharves where the Hilt flows into the Dagger River, is dotted with small caves. Some of the poorest of Sharn’s poor find shelter in wretched hovels built in and around these caves. The populace is a destitute mixture of humans, dwarves, gnomes, halflings, shifters, changelings, goblins, hobgoblins, bugbears, orcs, ogres, and even a troll or two.

Top; Cliffside

Sharn’s Welcome

District Type: Red light district

Buildings: Poor lodging (80), average food (20), poor food (80), poor trades (80), poor services — brothels, pawnshops, etc. (140)

First Impression: Raucous sailors stagger through the streets in groups of threes and fives, careening from tavern to bordello in search of a good time.

Social Class: Lower class

The Cliffside docks, along the Dagger River. Catering to the carnal desires of the clientele in Cliffside, Sharn’s Welcome is rough, dirty, and a haven for crime. Bordellos abound, but customers are often robbed, sometimes beaten, and occasionally killed.

Top; Cliffside

Ship’s Towers

District Type: Waterfront district

Buildings: Other (20), temples (Kol Korran, Arawai, Boldrei, the Traveler), poor lodging (20), poor food (36), poor trades (100), poor services (140), poor residences (80)

First Impression: See Grayflood.

Social Class: Lower class

Almost identical to Grayflood in mood and appearance, Ship’s Towers is distinguished by its southern tip. Here, buildings float upon the water. This boat town, formed of rafts, houseboats, and other watercraft of every shape and size, bobs on the water and is connected by a web of piers, gangplanks, and rope bridges.

Watch Detail: See Dura

Top; Cliffside

Dura

One of the largest and oldest quarter of Sharn, rises from the ruins Shaarat and the Old Sharn that fell at the end of the War of the Mark. But as Sharn has grown over the centuries since that terrible conflict, Dura has been left behind. Today, many consider it a blight on the city, riddled as it is with poverty and crime. Dura is home to the majority of the lower classes of Sharn, and Lower Dura is generally considered to be little better than the Cogs. Nonetheless, Dura is the gateway to the Dagger River. Cargo passes from Cliffside up through Dura, and most of the vast warehouse districts are located in the lower ward. The Bazaar of Dura is a source for all manner of unusual goods, including a wide range of illegal merchandise. Dura may be dangerous and dirty, but it is certainly a gateway to adventure. The Race of Eight Winds has a major impact on the culture of this quarter. Residents born and raised in Dura are likely to be quite passionate about the race, and outsiders who settle in one of the districts of Dura would be wise to smile and nod when the subject comes up. As the time of the race draws near, Callestan and Hareth’s Folly become a hotbed of arguments and brawls.

Watch Detail: 576 guards of the Watch: 173 on day shift (138 patrol, 35 stationed), 202 on evening shift (162 patrol, 40 stationed), 201 on night shift (161 patrol, 40 stationed).

Top

Upper Dura

Population: 17,400

Social Class: Middle class (2 lower class districts)

Character: Crowded and bustling. This is not a wealthy ward, but the people are surviving, and some are clearly doing quite well for themselves. Whilethere are a few upscale businesses, the merchants are clearly used to dealing with adventurers and others of questionable character.

Districts: Garrison, temple district, shops (2), apartment homes (2), dwarf neighborhood, average residences, adventurer’s quarter

Businesses: Upscale if a bit on the worn side, with more shops catering to adventurers than in most other districts; gold piece limit: 40,000 gp

Key Personalities: Asa d’Vadalis (NG female expert 7/dragonmark heir 2); Aerela Tal (LG female half-elf adept 12); Commander Lian Halamar (LE male halfling fighter 3/rogue 3); The Enlightened Havakhad (LN male kalashtar psion [seer] 12); Hascal d’Ghallanda (NG male halfling rogue 3/expert 6); Hellien Clamas Clebdecher (LN female gnome commoner 6/magewright 2); Kestia (N female elf magewright 18); Kurala d’Jorasco (NG female halfling adept 9); Loras d’Kundarak (LN male dwarf expert 4/dragonmark heir 3)

Physically and economically, Upper Dura has little in common with the slums and tenements that lie below it. The upper towers were erected over the past few centuries, and the stonework reflects the prosperity of Breland and the city. If the ward is not as fancy or prestigious as Central Plateau or Northedge, at least the streets are clean and in good repair. However, while many of the people of Upper Dura are successful merchants or crafters, there is a seedy edge to the ward. Beggars can be found throughout the ward, flaunting their afflictions and misfortunes in hopes of earning pity and coppers. Dreamlily dens and other forms of high-class crime can be found in the shadows. The people are comfortable with strangers and others of questionable character—so adventurers are made welcome.

Top

Districts

Clifftop

District Type: Adventurer’s quarter

Buildings: Shrines (Silver Flame, Sovereign Host, Dol Dorn, Dol Arrah, Olladra), average lodging (25), poor lodging (45), average food (20), poor food (60), upscale trade (1), average trades (25), poor trades (60), average services (20), poor services (60), average residences (20), poor residences (80)

First Impression: The towers of this district are drab gray granite, but the crowds that fill the streets are quite colorful. People of all races and cultures can be seen. An Aundairian wizard compares notes with a kalashtar monk in the shade of a tavern, while across the street a Lhazaar privateer and a Valenar elf compare blades. Clifftop is a fairly dingy district—but it attracts an interesting crowd.

Social Class: Lower class

This district attracts those willing to devote sword, spells, or skills to risky but profitable endeavors. Anyone looking for a discreet bodyguard, a mercenary soldier, or a guide to the wilds of Xen’drik can find what they need in Clifftop. Adventurers looking for a patron may find one here.

Clifftop is a curious blend of wealth and poverty. Most of the businesses in the district are serviceable, but not exceptional, providing for the needs of the adventurer who rarely has more than a few pieces of gold in his purse. It also provides services for the lucky explorer or privateer who has returned home with gold to spare, with commercial spellcasters, shops selling used wands and old mageworked weapons, and other exotic goods readily available. While similar in many ways to the Deathsgate district, Clifftop has a better and generally well-deserved reputation.

The district provides a number of services adventurers may find useful. A wide variety of hirelings can be found here, and all of them are used to putting up with the odd demands of adventurers. Likewise, as adventurers have a way of getting into trouble with the law, there are a considerable number of barristers and advocates in the district. The pawnshops of Clifftop offer 45% of value for almost any sorts of goods, except those that are obviously stolen; fences that deal in stolen goods must be found in the lower levels of Dura.

The Augury: This shop, located in the section of Clifftop known as the mystic market, features a circle of magewrights who possess the ability to cast divinatory spells, including augury, clairaudience/clairvoyance, detect magic, detect scrying, divination, identify, locate creature, locate object, and scrying. The master magewright of The Augury is a 334-year-old elf named Kestia (N female elf magewright 18). A child of House Phiarlan, Kestia was expelled from the house after she developed an aberrant dragonmark. However, her mystical powers exceed even the wizards of the Esoteric Order of Aureon. She can contact other plane and imbue with spell ability, allowing her to sell the power to cast a particular spell (albeit once). Her other talents include permanency, sending, and false vision; she occasionally sells permanent alarms, and she herself has permanent arcane sight and tongues. As it sells sending, locate, and alarm spells, The Augury cuts into the profits of a number of the dragonmarked houses, notably Tharashk, Sivis, and Kundarak. Some believe that Kestia uses blackmail to protect herself from the retribution of the houses, while others say that she appeases the houses with a share of her profits. She has refused to join the Esoteric Order of Aureon or the Guild of Starlight and Shadows, preferring to remain independent.

Clifftop Adventurers’ Guild: This district has long served as a crossroads for adventurers and soldiers of fortune. One hundred and fifty years ago, a dwarf named Shekkal Korranor established a guild for explorers and wanderers—a place where those with adventurous spirits could find good company and support. Shekkal died in the Last War, but the Clifftop Adventurers’ Guild remains. Members tend to be 2nd- to 5th-level characters with good alignments, most of whom have spent some time in Xen’drik. There is a strong rivalry between the members of the Clifftop Adventurers’ Guild and Deathsgate Explorer’s Club, and characters that join Clifftop may have to deal with Deathsgate hooligans—either in Sharn or while adventuring in the wilds.

The Dragon’s Hoard: The Dragon’s Hoard sells a wide assortment of wondrous items. Members of the Clifftop Adventurers’ Guild receive a 5% discount off the normal market price for items purchased here.

The Drunken Dragon: A bizarre assortment of odds and ends cover the walls of the Drunken Dragon tavern, including the trophies of a hundred expeditions to Xen’drik, the Demon Wastes, and other strange lands. Among the oldest pubs in Upper Dura, the Drunken Dragon is a long-time favorite of explorers, adventurers, and privateers. Slow service and poor food aside, the Drunken Dragon has one of the widest selections of exotic alcoholic beverages in Sharn. From Mror ale and Lhazaar mead to the orcish hrak of the Shadow Marches and fermented honey-milk brewed by the shifters of the Eldeen Reaches, if it’s strong and strange it can be found at the Drunken Dragon.

The Dragon has become one of the main places to hire adventurers; if a party has no specific agenda and simply hopes to find work, it could do worse than to have a few drinks at the Drunken Dragon. The Dragon is a tavern as opposed to an inn, but it does have two private rooms that parties can use when discussing secret business or important deals. The Drunken Dragon is owned by Hascal d’Ghallanda (NG male halfling rogue 3/expert 6), a cheerful middle-aged halfling. Hascal began his life as an explorer, but gave up the trade after losing his lower left leg and his right eye in a particularly disastrous trip to Xen’drik, and returned to pick up the family business. He has an assortment of beautifully carved artificial limbs and colorful eye patches that correspond to his flamboyant outfits. Hascal is an extremely knowledgeable and talented fellow who, given an opportunity, can spend hours talking about his adventures.

Hascal possesses the Least Mark of Hospitality and has the power to cast refuge; while he generally saves this for personal protection, for enough gold he could be convinced to cast it on behalf of a group of favored customers. Though he no longer actively adventures, Hascal remains a member of the Clifftop Adventurers’ Guild. Members of the guild get a +1 circumstance bonus on all Knowledge (local) and Gather Information checks made in the Drunken Dragon.

The Esoteric Order of Aureon: The larger of Sharn’s wizard circles, the Esoteric Order of Aureon has its headquarters in Clifftop. The Order’s tower is built of white marble, and glamers have been woven into the stone that cause the tower to shimmer and glow so that it seems as if it has been crafted of solid light. Not all members of the Order sell their services, but if a party seeks an arcane spellcaster in Clifftop, this is the place to visit. Generally, spells of up to 3rd level can be obtained at standard prices, and 4th-level spells may be available. However, the wizards of the Order may not have the spell a party seeks prepared; in such cases, a client must wait 24 hours to complete their purchase.

House Sivis: In addition to the local message station, House Sivis maintains an enclave in Clifftop devoted to the Speaker’s Guild. This enclave specializes in two things: the translation of texts and other materials recovered from Xen’drik, and legal services for adventurers in trouble. Josilian Kan d’Tarlian (N male gnome bard 3/expert 3) works out of this offic, and is widely considered to be one of the best barristers in Sharn—though at a base price of 25 gp/day (and possibly more, depending on the nature of the case), he is certainly one of the most expensive.

House Tharashk: The House of Finding has a great interest in Xen’drik and the mineral wealth that can be found there, as well as an interest in the other dark lands of Eberron—Q’barra, the Demon Wastes, Khyber, and the Mournland. The Tharashk enclave in Clifftop is primarily concerned with exploration and prospecting. The house sells the services of guides, and many of its members have firsthand experience in Xen’drik and Khyber. In addition to the powers of their dragonmarks, these guides can provide invaluable information about the threats lurking in these regions. When the house plans expeditions to Xen’drik, these are usually arranged at the Clifftop enclave. Due to the rivalry with Tharashk and Deneith, the house often recruits adventurers to protect an expedition instead of hiring Deneith mercenaries.

Kavv’s: This little restaurant is one of the wellkept secrets of Sharn, and without a recommendation a character only knows about it if he can make a DC 20 Knowledge (local) check. The Kavv family emigrated from the city of Stormreach in Xen’drik, and the food is an intriguing blend of Khorvairian styles, using Xen’drik spices and vegetables most people have never encountered. Kavv’s is a small, intimate establishment, and despite the extremely high quality of the food, a typical meal averages 30 cp. Saza and Taji Kavv (NG male and female humans, both commoner 4) still have many friends and relatives in Stormreach, and if the party befriends the Kavvs these contacts could prove to be useful during trips to Xen’drik.

Kurala’s House of Healing: Explorers tend to need healing more than merchants and crafters, and Kurala d’Jorasco (NG female halfling adept 9) does a brisk business in Clifftop. In addition to possessing the Least Mark of Healing (lesser restoration), she is an adept of Boldrei and can perform magical healing for her clients, including remove curse and remove disease. While she runs her own business, Kurala is a respected member of House Jorasco and is often called in to help the healers in Dragon Towers. Kurala’s House includes three lesser healers—two 3rd-level adepts and a 4th-level expert with the Least Mark of Healing (cure light wounds)—and Kurala’s husband Janasar (N male halfling expert 4), who specializes in the care and treatment of animals.

The Mystic Market: The white tower of the Esoteric Order of Aureon is surrounded by a host of lesser magic businesses. Most true wizards work with the Esoteric Order or the Guild of Starlight and Shadow, and the Mystic Market consists mainly of magewrights and adepts. Businesses in the market include: The Mithral Blade, a smithy that produces steel and mithral weapons and armor with up to a +2 enhancement bonus; Wise Wood, a shop that buys and sells wands and staves; The Moonlit Loom, which sells magic clothing; The Dragon’s Hoard, which sells a wide assortment of minor wondrous items and does a brisk business in feather fall talismans; and two different potion merchants, Boldrei’s Tears and Good Spirits. These shops all operate within the 40,000 gp limit of the ward, though the Dragon’s Hoard has a 20,000 gp limit on its goods.

Top

Daggerwatch

District Type: Garrison

Buildings: Garrison buildings (2), training ground, temple (Dol Dorn), average lodging (20), poor lodging (4), upscale food (8), average food (15), poor food (15), upscale trades (15), average trades (33), poor trades (28), average services (40), average residences (160), poor residences (40)

First Impression: This may be the cleanest and quietest district in Dura. The walls of the towers are heavily reinforced, as if to withstand siege weaponry. The streets are filled with guards of the Watch, both patrols and off-duty guards; it looks like a bad place to start a fight.

Social Class: Middle class

Dura is easily the most dangerous quarter of the city, and during the Last War riots and other forms of unrest were a constant concern. Plus, the Race of the Eight Winds usually results in various forms of crime and vandalism. As a result, Daggerwatch has the largest concentration of the City Watch in Sharn. Many low-ranking city officials, including judges and tax collectors, make their homes in Daggerwatch and rely on the presence of the Watch to protect them from vengeful citizens.

Daggerwatch Garrison: The eponymous garrison in the district is the home to over 600 members of the Sharn Watch. In addition to the regular officers of the Watch, Daggerwatch Garrison houses the Goldwings and includes facilities for maintaining the unit’s 25 hippogriffs.

The Gold & White: This large tavern is usually filled with off-duty guards of the Watch and royal soldiers. Anyone wearing the insignia of a non-Brelish military unit, or who can be identified as having served with another nation during the Last War, receives an Unfriendly attitude by the patrons of The Gold & White. Conversely, any character who served Breland during the war gets a +2 circumstance bonus on Gather Information or Knowledge (local) checks made in the tavern, in addition to any bonus received from being a regular customer. Talain

Garrison: This fortress houses both the Sharn Watch and the elite Redcloak Battalion. While slightly smaller than the Daggerwatch Garrison, it is far more heavily fortified and could withstand an extended siege.

Top

Highhold

District Type: Dwarf neighborhood

Buildings: Temple, average lodging (10), upscale food (5), average food (40), poor food (10), exotic trades (10), upscale trades (24), average trades (60), poor trades (25), upscale services (10), average services (40), poor services (20), upscale residences (20), average residences (180)

First Impression: The architecture is sturdy, functional stone, though the scale is slightly too small for most humans. While there is luxury to be found here, the citizens of Holdfast put work before play.

Social Class: Middle class

When House Kundarak first established itself in Sharn, the dwarf immigrants who came with the house sought to make their mark on the city. While dwarf engineers had played a significant role in the construction of Sharn, the city was designed for humans. Holdfast is the first district to be built by dwarves for dwarves, and their touch is evident throughout the district. While the dwarves appreciate luxury and comfort, they are also concerned with defense and durability, and the buildings of Holdfast are among of the strongest and most defensible in the city.

Dwarves make up the majority of the population in Holdfast—both recent immigrants from the Mror Holds and those whose families have lived in Sharn for generations. The inns and taverns serve strong Mror ale and stonebreaker mead, and most of the buildings and furnishings are built to dwarven proportions. Beyond the dwarves, there are a considerable number of gnomes in the district, reflecting the strong economic ties between House Sivis and House Kundarak.

Businesses in Holdfast include a branch of the Kundarak Bank and a Sivis message station. There are also restaurants serving Mror food (an acquired taste for most humans) and a variety of other crafters, including master masons, architects, and armorers. Many of the inhabitants work for one of the branches of the Kundarak Bank, while others work in the Cog foundries but have positions allowing them to afford to live above the surface.

Clebdecher’s Loom: While most people think of dwarves as grim and stoic individuals, the merchant princes of the Mror Holds take great pride in their appearance and clothing. Run by Hellien Clamas Clebdecher (LN female gnome commoner 6/magewright 2), Clebdecher’s Loom specializes in fine clothing in Mrorian and Zil styles. Clebdecher is one of the finest workers of glamerweave in the city, and many human lords and ladies come to Holdfast to avail themselves of her talents. As a result, there is usually a considerable wait for Hellian’s services; anyone preparing for an important event needs to plan ahead to purchase a Clebdecher gown or suit.

Moraggan’s: The Mror spirits served at Moraggan’s might be the strongest drink in Sharn. However, Moraggan’s is a far cry from the rough and tumble saloon one might expect from a place with such a reputation. This posh, luxurious establishment has considerable security and a number of private, soundproofed rooms. Moraggan’s caters to Kundarak agents and other Mror merchants—traders and crafters who believe that strong drink and business negotiation go hand in hand.

Top

Highhold

District Type: Dwarf neighborhood

Buildings: Temple, average lodging (10), upscale food (5), average food (40), poor food (10), exotic trades (10), upscale trades (24), average trades (60), poor trades (25), upscale services (10), average services (40), poor services (20), upscale residences (20), average residences (180)

First Impression: The architecture is sturdy, functional stone, though the scale is slightly too small for most humans. While there is luxury to be found here, the citizens of Holdfast put work before play.

Social Class: Middle class

When House Kundarak first established itself in Sharn, the dwarf immigrants who came with the house sought to make their mark on the city. While dwarf engineers had played a significant role in the construction of Sharn, the city was designed for humans. Holdfast is the first district to be built by dwarves for dwarves, and their touch is evident throughout the district. While the dwarves appreciate luxury and comfort, they are also concerned with defense and durability, and the buildings of Holdfast are among of the strongest and most defensible in the city.

Dwarves make up the majority of the population in Holdfast—both recent immigrants from the Mror Holds and those whose families have lived in Sharn for generations. The inns and taverns serve strong Mror ale and stonebreaker mead, and most of the buildings and furnishings are built to dwarven proportions. Beyond the dwarves, there are a considerable number of gnomes in the district, reflecting the strong economic ties between House Sivis and House Kundarak.

Businesses in Holdfast include a branch of the Kundarak Bank and a Sivis message station. There are also restaurants serving Mror food (an acquired taste for most humans) and a variety of other crafters, including master masons, architects, and armorers. Many of the inhabitants work for one of the branches of the Kundarak Bank, while others work in the Cog foundries but have positions allowing them to afford to live above the surface.

Clebdecher’s Loom: While most people think of dwarves as grim and stoic individuals, the merchant princes of the Mror Holds take great pride in their appearance and clothing. Run by Hellien Clamas Clebdecher (LN female gnome commoner 6/magewright 2), Clebdecher’s Loom specializes in fine clothing in Mrorian and Zil styles. Clebdecher is one of the finest workers of glamerweave in the city, and many human lords and ladies come to Holdfast to avail themselves of her talents. As a result, there is usually a considerable wait for Hellian’s services; anyone preparing for an important event needs to plan ahead to purchase a Clebdecher gown or suit.

Moraggan’s: The Mror spirits served at Moraggan’s might be the strongest drink in Sharn. However, Moraggan’s is a far cry from the rough and tumble saloon one might expect from a place with such a reputation. This posh, luxurious establishment has considerable security and a number of private, soundproofed rooms. Moraggan’s caters to Kundarak agents and other Mror merchants—traders and crafters who believe that strong drink and business negotiation go hand in hand.

Top

Highwater

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: Quiet streets wind around townhouse towers in a relatively safe environment.

Social Class: Middle class

Highwater is the finest residential district in Dura, thought the accommodations are considerably smaller and plainer than those of Middle Northedge, let alone any of the other upper wards. But the prices are reasonable, the stonework is solid, the views are exceptional, and the streets are fairly safe—for Dura.

Pegasus Spire: While House Vadalis conducts most of its business in Dragon Towers, the head of the household has always resided in the Pegasus Spire in Highwater. The Sharn Vadalis have always enjoyed participating in the Race of Eight Winds and the Highwater Wind Guard has always included members of the family. In addition to serving as the manor for the Vadalis family, Pegasus Spire provides the stable and training facilities for the pegasi used in the race.

Top

Hope’s Peak

District Type: Temple district

Buildings: Temples (Sovereign Host, Silver Flame, Dol Arrah), shrines (Aureon, Boldrei, Olladra), upscale lodging (5), average lodging (15), upscale food (15), average food (30), exotic trades (23), upscale trades (26), average trades (40), upscale services (40), average services (100), upscale residences (20), average residences (80)

First Impression: Many of the towers in this district are built from blocks of white stone flecked with spots of gold, and when the sunlight falls on Hope’s Peak it seems to glow and burn.

Social Class: Middle class

Hope’s Peak is the most recent temple district constructed in Sharn, and many of the shrines were relocated from the lower levels of Dura. The most important building is the Citadel of the Sun, but the main temples of the Sovereign Host and the Silver Flame draw worshippers from the depths of Dura. While most of the priests of the region are devout enough, this is Dura, and pragmatism abounds. If a party of adventurers knows who to talk to and how to approach them, divine miracles can be bought outright. With luck and hard work, divine spellcasting services of up to 4th level can be purchased. Finding a cleric or adept who’s willing to sell his services requires a DC 15 Knowledge (local) skill check.

The Citadel of the Sun: The tallest tower in Hope’s Peak is the Citadel of the Sun, a temple dedicated to Dol Arrah, the Sovereign lady of Sun and Sword. The stone of the tower has been enchanted to shine like gold, but it is still stone—something that has proven to be a grave disappointment to many a beggar who has sought to scrape a shaving from the wall. Aerela Tal (LG female half-elf adept 12), a devoted priest who served with distinction in the war before retiring, maintains the temple. Aerela does not sell divine spells, but she may provide assistance in exchange for services; she is distressed by the darkness in Sharn, and would like to see light shed on the shadows of the city.

This large and beautiful temple’s tower rises far above the other districts of Upper Dura. At the top lies a garden, where three golden griffons—halfcelestial creatures (7, 8, and 9 HD respectively) said to have been touched by the lady of the sun—reside. The griffons rarely stray from the tower, but an oracle has said that they will rise and fight at the time of Sharn’s greatest peril. Killing one of these creatures would be a heinous crime that would outrage the devotees of the goddess.

Olladra’s Arms: This restaurant, one of the brightest spots in Dura, is considered to be one of the finest restaurants in the city. In addition to a few private rooms, it features a vast central hall suitable for enormous parties or feasts. The menu consists of traditional Brelish cuisine, but choices are limited. The master chef, Halean Doss (N male human commoner 9), chooses a single menu each night. However, quantities are generous and the quality of the food is outstanding.

Top

Overlook

District Type: Apartment townhomes

Buildings: Shrine (Path of Light), exotic trades (4), average food (3), average services (1), average residences (80), poor residences (440)

First Impression: The spires of over a dozen identical towers rise to the sky. While the towers are drab gray granite, bits of color are scattered about—an occasional window of stained glass, a small hanging garden, a tapestry of Riedran design.

Social Class: Lower class

Built with the fortune of the ir’Tain family, Overlook is one of the largest residential districts in Sharn. The remarkably bland stonework creates a vast, gray vista that can be disconcerting. The ir’Tains were interested in getting the most for their gold, however, and aesthetics were not a concern. While the townhouse apartments in Overlook are not as pleasant as those in Lower Northedge, they are inexpensive and far safer than the wards that lie below. Plus, the area offers breathtaking views of the Dagger River and the surrounding countryside.

Over the centuries, Overlook has developed a significant Adaran and kalashtar community, and the district draws most of the kalashtar who come to Sharn. A variety of businesses catering to the Adarans hide in the depths of Overlook: a crystalworker, a school of meditation and martial arts, a tailor specializing in Adaran fashions, and a few restaurants serving Adaran cuisine. Few people outside the community know about these places, and unless a character is recommended to one of these businesses by an Adaran, he or she must make a DC 20 Knowledge (local) check to find one of them.

There are no inns in Overlook, but the Adarans take care of their own. Kalashtar or Adarans who come to Overlook can usually find shelter with one of the local families, although they are expected to behave graciously and in some way to repay the generosity of the host; however, the Adarans value news or wisdom as much as gold.

While the Adarans add exotic color to Overlook, they only account for a third of the population of the district. Most of the other inhabitants are humans, halflings, and dwarves who work in Upper or Middle Dura.

The Gathering Light: The Adarans and kalashtar are concentrated on the northern edge of Overlook. Adaran citizens have pooled their resources to rent a large hall, the Gathering Light, that serves as an anchor for the community. During the day, the hall functions as a school, where people come to study kalashtar martial arts and meditation techniques. In the evenings, the people gather to celebrate their heritage. Activities at the gatherings vary considerably. Some nights song, dance, or other forms of art play a dominate role, while other nights involve serious discussions of philosophy, metaphysics, or current events.

Selkatari (LN female kalashtar monk 7) oversees martial training and monastic discipline at the Gathering Light, while Hanamelk (LG male kalashtar expert 5/psion [seer] 3) serves as the resident scholar and sage. These two also work together to protect the community from crime and violence, using diplomacy when possible and force when reason fails.

Hilatashka: Hidden away in the shadows of one of the gray towers, the Hilatashka restaurant serves Adaran cuisine. Meals are reasonably priced, around 6 cp per person, but the quality is exceptional. Providing vegetarian fare that mostly consists of cold dishes and soups prepared with a range of subtle spices. Kalashtar have an exceptionally well-developed sense of taste, and it can take some time for members of other races to learn to appreciate the delicate blends of spices and herbs used in Adaran meals.

The Shrine of il-Yannah: The kalashtar constructed shrine of il-Yannah, the Path of Light, occupies a small parapet at the top of a tall tower. From the breathtaking views to the Sarlonan incense that scents the air, the shrine radiates a calm, otherworldly peace. Tapestries with intricate, labyrinthine patterns cover the walls and floor,adding to the exotic nature of the place. The enlightened Havakhad (LG male kalashtar psion [seer] 12), a powerful psion whose frail body is beginning to fail, tends the shrine and rarely wanders far from this location. Havakhad gladly offers advice and spiritual guidance to any follower of the Light who comes to meditate at the shrine, and he sometimes uses precognition on behalf of those he considers to be champions.

Top

Redstone

District Type: Shops

Buildings: Temple (Kol Korran), Shrines (Olladra, Onatar), average lodging (25), average food (60), exotic trades (24), upscale trades (120), average trades (190), poor trades (30), upscale services (30), average services (60)

First Impression: Handsome towers of red marble and granite packed with various shops and crafters offer a seemingly endless array of goods. The brick hanging streets are filled with milling customers and the occasional unfortunate begging for copper and silver.

Social Class: Middle class

One of the newer districts, Redstone is less than two hundred years old and many of the respectable crafters from the Bazaar of Middle Dura have moved here in recent years. The architects sought to overcome the negative perceptions of Dura, and the stonework is beautiful. Much of it was crafted using red marble from Rose Quarry, once a thriving Cyran supplier which now lies in ruins in Darguun. The rest of the towers consist of red granite and brick. With a host of subtle variations in shade, the towers present a striking sight, especially in the light of the setting sun.

Redstone has grown into one of the largest centers for commerce in the city, nearly twice the size of Granite Halls. Almost any sort of honest trade can be found in Redstone, from bakers to wigmakers. There are two banks in Redstone, including a Kundarak enclave and the smaller Lorrean Bank, a family business belonging to one of the sixty great families of Sharn. The district also contains workhouses that draw on the population of Overlook, including a glassworks and a textile factory.

Top

Middle Dura

Population: 18,200

Social Class: Lower class (2 middle class districts)

Character: Lower class ward split between commercial and residential districts; it is the border to the dangerous districts that lie below.

Districts: Marketplace, average residences, tavern district, inn district, tenement district, apartment homes

Businesses: Almost anything can be found at the Bazaar, including shady goods and contraband; gold piece limit: 25,000 gp

Key Personalities: Councilor Hruit (N male shifter druid 6/Sharn skymage 3)

The stones in this old district have been worn smooth by the passage of time. There is a definite scent of danger in the air. The Sharn Watch patrols this ward, and these guards are always ready for trouble—though the crime lords often use bribes to ensure that the Watch is nowhere to be seen when certain activities take place. Nonetheless, Middle Dura is certainly safer than the ward that lies below. The Bazaar, the largest market in the city, can be found here, and the taverns and inns of Dura are a common destination for folk who don’t have many coins to rub together.

Top

Districts

District Type: Marketplace and shops

Buildings: Open-air market, temple (Sovereign Host), shrines (the Keeper, Kol Korran), average lodging (24), average food (85), exotic trades (30), upscale trades (60), average trades (300), poor trades (110), upscale services (20), average services (100), poor services (40)

First Impression: The crowd and noise of this district are overwhelming. In addition to the shops and stalls, the streets are full of people offering questionable goods and deals; it seems like everyone has something to sell. The Watch maintains a strong presence in the Bazaar, but they are more concerned with preventing riots than in stopping trade of illegal goods.

Social Class: Lower class

The Bazaar of Dura, the largest commercial district in Sharn, sprawls out across a dozen towers. The towers around the edges are devoted to shops and services. Almost anything can be found in this district, though the quality of any particular item or service cannot be guaranteed. At the center of the district, the open market from which the district takes its name presents a labyrinth of shops, tents, and makeshift stalls set up in the middle of the street. A marketplace permit costs only 3 cp, though many people try to avoid even this paltry sum. However, guards who catch such shirkers usually extort far larger sums in exchange for a pass.

Of the four markets of Sharn, the Bazaar has the highest concentration of criminal activity—illegal services and trades, as well as pickpockets, bullies, and con artists. These services are not as obvious as they are in Lower Dura or the Cogs, and quality and prices are not as good, but shopping here is generally safer than venturing to the lawless lower ward. The cost of illegal services should be increased by 25%. The Boromar Clan controls most of the illegal activities, but Daask has been pressing up from below, and those seeking services may be caught in the middle.

If an adventuring party displays obvious wealth—if they are spreading gold around, wearing glamerweave or impressive magic armor or clothes—they must deal with a constant stream of pleading beggars and con artists. Pickpockets pose a constant threat, and bullies try to lure shoppers into ambushes. When doing business in the Bazaar, it’s best to conceal your wealth.

The Bazaar is a good place to dispose of random acquisitions. Stolen goods aside (those requiring an actual fence), most items can be sold here for 45% of their actual value. The seller can make a DC 10 Charisma check; for every point of success, the sale price is increased by 1%.

Almost any sort of mundane item can be found at the Bazaar, including alchemical goods. A merchant might even have a few magic items in stock, or at least items that he claims are magical. Any magic or masterwork items found in the Bazaar are certainly secondhand, and might have a dubious or intriguing history. The 25,000 gp limit applies to all transactions in the Bazaar.

Caerlyn’s Blade: A troop of Valenar mercenaries that calls itself Caerlyn’s Blades uses the Bazaar as a base of operations.

The Shrine of the Keeper: While the Keeper is associated with death, he is first and foremost the god of greed—the hunger to possess all things, from gold to souls. Gellis Candar (NE male dwarf expert 3/adept 3) runs a large pawnshop in the Bazaar, and he maintains a shrine to the Keeper in a hidden back chamber. A few of the other merchants know of the shrine and attend Candar’s services, believing that the Keeper can help them fulfill their greedy desires.

Vundry: Vundry (NE female gnome expert 6) runs a shop in the Bazaar of Dura. On the surface, appears to be a pawnshop and curio store. Behind this façade, Vundry is one of the most reliable and well-connected fences in Sharn. When dealing with a friend (Diplomacy DC 25; allies of the Boromar Clan gain a +5 circumstance bonus, gnomes gain a +3 circumstance bonus), Vundry can turn up almost any item within a week (within her 25,000 gp limit). Normally, Vundry buys any legal item for 45% of its value, up to a limit of 10,000 gp. Her shop is full of odds and ends of all sorts—pottery shards from Xen’drik, a masterwork broadsword, a Riedran spice rack. For her friends, Vundry raises her limit to 30,000 gp and pays 55% of the value of items that she buys. Vundry also fences illegal goods, charging 20% of the value of the item. She usually drops this fee by 1% every subsequent time she does business with the same character, to a minimum of 10%. It can be expensive establishing credentials with Vundry, but over time it is worth the expense.

Top

Broken Arch

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: Rows of stone houses circle the central towers of this district. The stone is worn and cracks are beginning to show. The streets are surprisingly quiet and empty. The people view strangers with suspicion and fear, and hurry toward their destinations.

Social Class: Middle class

Early in the history of Sharn, Barchan’s Arch was one of the finest residential districts in the city. Barchan ir’Tyran, a powerful nobleman, along with Hestian ir’Tain, helped shape the City of Towers. Then, during the reign of King Galifar the Dark, the ir’Tyran family attempted to seize the throne of the kingdom. Those ir’Tyrans who survived were stripped of their noble rank and banished from Galifar. Since then, Barchan’s Arch has been shunned by the powerful families of Sharn, and it has fallen into disrepair; two hundred years ago, people began calling it “Broken Arch,” and the name stuck.

Today, Broken Arch lies under the shadow of the treason of the past. While it has a few manor houses, these belong to the lesser families of Sharn or merchants trying to climb the social ladder. The district rarely receives aid from the city council, and the Watch patrols are lighter than in the other districts of the ward. As a result, criminals from Lower Dura often frequent the alleys of Broken Arch and prey on the honest citizens. Daask bullies have become an especially common threat over the past three years.

Top

Hareth’s Folly

District Type: Tavern district

Buildings: Temple (Onatar), average lodging (12), poor lodging (80), average food (24), poor food (120), poor trades (40), poor services (40), poor residences (80), sporting arena

First Impression: The buildings of this district are a bizarre mishmash of architectural styles and materials. Narrow spires stand across from squat brick keeps and densewood halls. In addition to the bridges connecting the great towers of the district, a maze of suspended rope, wood, and stone roads connect the upper levels within the towers, creating the impression of a mad spider web. Music and song can be heard echoing from various towers, and people laugh and run through the streets.

Social Class: Lower class

Today, common opinion believes that the architect Hareth ir’Talan was mad. He should never have been allowed to work on a project as important as the construction of a Sharn district, but gold and family connections gave him his chance. The result was the district now known as Hareth’s Folly. At first, Hareth sought to include buildings in the styles of all the contemporary cultures of the kingdom, so that visitors from all parts of Galifar would feel at home. As construction continued, he began to add new designs, based on his visions of the architecture of Syrania, Thelanis, and the other divine realms. As a result, all manner of different buildings can be found in Hareth’s Folly, including some of the strangest structures in Khorvaire. While most believe that Hareth was mad, a minority feel that he was driven by divine inspiration.

Hareth’s Folly focuses on entertainment. Inexpensive inns, pubs, restaurants, and taverns fill the district. While there is less criminal activity here than in Callestan or the Bazaar, a great deal of gambling occurs in the back rooms of Hareth’s Folly. In particular, the district serves as a center for aerial sports, including windchasing and skyblade matches. Hareth’s Folly is not represented in the Race of Eight Winds; instead, it provides a neutral position from which the race begins and ends.

The Hollow Tower: Hareth ir’Talan constructed Sharn’s first aerial arena, and over the centuries this odd structure has brought a great deal of silver into the district. While most windchases occur outside the towers, skyblade matches and many other aerial sports are played in an enclosed space. The Hollow Tower provides that space—multiple levels of one of the great towers converted into an enormous domed arena, lined with everbright lanterns to provide illumination at all hours. Today, many of the more prestigious events take place at Cornerstone in Middle Tavick’s Landing, but the Hollow Tower still does a brisk business, and many of the other districts use the tower as a training ground.

The King of Fire: The most common deck of playing cards used in Khorvaire has four suits, each tied to one of the four elements. The largest tavern in Hareth’s Folly uses the King of Fire as its trade sign. The tavern, a strange structure supposedly inspired by Hareth’s visions of Fernia, consists of black stone and brass, and continual flamespells have been placed on fixtures throughout the building—including tables and chairs. Half a dozen card games constantly play out in the back rooms of the King, and the place does a brisk business in gambling on races and skyblade matches.

Lat Horasca (N male halfling expert 5), a former Glidewing jockey, owns the tavern, which he won in a dramatic hand of cards. Lat is a gambler, not an innkeeper, but he has married into House Ghallanda and his wife Kela (N female halfling commoner 4) manages the day-to-day affairs of the business. Things can get rowdy during the Race of Eight Winds, but Lat has wisely invested in an excellent bouncer, an ogre named Korrla (N female ogre fighter 3). When she’s not working, Korrla often fights at the Burning Ring in Lower Menthis.

The Saucy Wench: A fairly high class tavern, for the district, established in Vult of 998YK. The proprietors acquired Juliona “Cook” Sykes to head their kitchens, and the city has been abuzz about bold risk of bringing in one of the most notorious chefs in Khorvaire, but all who taste the delicate ‘Goblin Fingers’ she prepares return frequently.

Top

Rattlestone

District Type: Apartment townhomes

Buildings: Average residences (40), poor residences (220)

First Impression: The housing towers in this district are packed with people. The district shows its age. Cobblestones are cracked or missing, and the worn stone walls have been marred by time and vandalism. However, the people seem cheerful enough despite the squalid conditions.

Social Class: Lower class

The inhabitants of Rattlestone are poor, but most have jobs of one sort or another in the Bazaar. Many of the Watch patrols that protect this district are made up of native Rattlestoners. In comparison to most members of the Dura Watch, the Rattlestone guards are more likely to risk life and limb to protect the people of the district. But this doesn’t apply to strangers, outsiders, or adventurers, and members of the Watch may actually help the local pickpockets and charlatans carry out their scams.

Top

Stormhold

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: The houses of this district are extremely solid, and almost seem more like miniature fortresses than residences. The people tend to be serious and suspicious. Children are kept off the streets, and strangers are watched closely.

Social Class: Middle class

Clifftop solicitors, overseers from the workhouses in Redstone and the Bazaar, and other successful crafters and merchants have made their homes in Stormhold. A number of manors built by the aristocratic founding families of Sharn in the first days of the city can be found in this district, but most of the powerful families have moved on to Central Plateau or Skyway in recent centuries. A handful of the Sixty great families still live in this district, however. The townhouses of Stormhold are generally cramped and uncomfortable, but the walls are thick and the doors stout. Stormholders take security extremely seriously, and the powerful families hire Deneith mercenaries to supplement the Watch patrols.

Top

Tumbledown

District Type: Tenement district

Buildings: Poor residences (240)

First Impression: The walls of Tumbledown are honeycombed with tiny chambers, and massive tenements occupy the center of the towers. Large or small, these townhouses are in terrible condition; walls are chipped and cracked, and mold and mildew covers everything. The people crammed into Tumbledown are poor and miserable.

Social Class: Lower class

Tumbledown is a wretched residential district, home to the poorest inhabitants of Middle Dura. While it has little to offer, it is at least occasionally patrolled by the Sharn Watch, which provides the inhabitants with a limited sense of security. Daask has recently established a dreamlily den in one of the tenements of Tumbledown, run by a gnoll named Caasht (NE male gnoll rogue 3). A small band of gnolls provides security for the den. This is a direct challenge to the Boromar Clan’s control of dreamlily distribution, but so far the Boromars have not struck back.

Top

Underlook

District Type: Inn district

Buildings: Temples (Silver Flame, Sovereign Host), upscale lodging (1), average lodging (35), poor lodging (100), average food (20), poor food (80), average trades (20), poor trades (60), average services (20), poor services (60), poor residences (20)

First Impression: The Underlook district has seen better days. Dingy inns and restaurants line the streets, but many old businesses have closed and been transformed into wretched tenements. Nonetheless, cheap lodging is plentiful and travelers from across Khorvaire walk the streets.

Social Class: Lower class

Before Menthis Plateau, Underlook was the center for Sharn’s nightlife. The district was filled with fine restaurants, inns, and other forms of entertainment. But over the centuries the finest establishments have moved to other towers, leaving Underlook to decay in the shadows. Honest sailors and merchants who arrive at Cliffside often choose to stay in Underlook instead of risking life and limb in the Lower Wards.

In addition to the inns and taverns of Underlook, there are a wide number of businesses that are, while not illegal, often held in low regard. In particular, Underlook is an excellent place to hire inquisitives. While the heirs of Tharashk are generally considered to be the best inquisitives in Khorvaire, there are a number of capable non-house operatives in the district who can do the job if the price is right.

Ghallanda Hall: While many of the finest inns have left Underlook, one exceptional establishment remains. Ghallanda Hall was the first outpost House Ghallanda established in Sharn, and while it is not as fancy as the enclave in Dragon Towers, it still makes for an imposing place. The hall is divided into three sections, each catering to customers with different financial means—effectively, an upscale, average, and poor lodging combined into one. Some rooms have been specially prepared for members of different races, so halflings and gnomes can feel at home in a smaller environment. While each section of the inn has its own common room, there is also a grand hall open to all that features a tavern and a stage. Acts change on a nightly basis, and Ghallanda Hall generally has the best entertainment in Middle Dura.

Ghallanda Hall is one of the few locations where the house hosts its heroes’ feasts. A private dining room in the upscale quarter of the hall is reserved for this function, and the clients receive exceptional treatment and entertainment to accompany the enchanted meal.

The current Lord of Ghallanda Hall, Keslo d’Ghallanda (N male halfling expert 7/ dragonmark heir 2), bears the Least Mark of Hospitality (purify food and drink). Keslo is a man of many talents, a diplomat, a poet, and a master chef. Eight elite Ghallanda guards (2nd-level halfling barbarians) provide security, and two clawfoot dinosaurs can be brought into play during serious altercations.

Information Acquisition: When people think of inquisitives, House Tharashk usually springs to mind. Kalaash’arrna (NE male half-orc rogue 4/master inquisitive 3), a cunning man with the Lesser Mark of Finding (locate object, locate creature), runs Information Acquisition (Lhash’ta’raak in the orcish tongue) for the house. As the name implies, InAc specializes in information gathering—shadowing people, digging up dirt, and similar, often unsavory tasks.

Kalaash’arrna never betrays his clients; however, he is completely ruthless when it comes to fulfilling his contracts. Kalaash comes from one of the poorer families of the house. The success of InAc directly reflects on his family, and he is determined to prove his value to the house.

While Kalaash serves as the primary inquisitive at InAc, he employs four lesser inquisitives, all unmarked members of House Tharashk (both humans and half-orcs). These include two 2nd-level rogues and two 3rd-level experts.

Top

Lower Dura

Population: 19,800

Social Class: Lower class

Character: Miserable and dangerous, this ward is hotbed of crime and violence.

Districts: Goblinoid slum, inn district, warehouse districts (2), apartment townhomes, tenement district

Businesses: Low-quality necessities, criminal enterprises, pawnshops, and rag and bone men; gold piecelimit: 10,000 gp

Key Personalities: Faela (LG female half-elf expert 3/adept 1), Gasslak (NE male medusa adept 1), Margaash (LN male hobgoblin fighter 2/warrior 2), Redtooth (CE male human barbarian 5), Steel (CN male personality warforged barbarian 5), Swift (CN female half-elf barbarian 4/rogue 1), Zaz (CN female doppelganger cleric 5)

Once the heart of Sharn, Lower Dura has slowly decayed as the rest of the city moved higher into the sky. Now it is a dark and dangerous place. Precarious and the Stores play important roles in the economy of the city, but the other districts have largely been left to fester and rot. Today, Lower Dura is home to the miserable poor. The Sharn Watch rarely risks patrolling Lower Dura, and the ward has become a center for criminal activities. The inhabitants of the ward may be shielded by gang allegiances, ties to one of the major criminal organizations, or the simple fact of having nothing to steal, but adventurers had best tread lightly and keep weapons near at hand when venturing here. Street violence occurs on a regular basis, amateur and professional cutpurses abound, and the Sharn Watch won’t do much to help. A drawn blade and a successful DC 15 Intimidate check made when entering the district keep most of the rabble away—of course, the more dangerous criminals may see this as challenge and a promise of worthy loot.

In general, Lower Dura is a wretched place, and the city council does little to change that. Everburning torches light most of the district, as opposed to everbright lanterns, and in the worst neighborhoods many of the torches have been shattered or stolen. The ward shows its age, with cracked and worn streets, walls covered with mildew and graffiti, and other signs of neglect and wear and tear. Once Lower Dura was Sharn, and it included a garrison, manors for the city lords, a great temple, and other important buildings. Over the course of time these structures have been forgotten or repurposed. Lower Dura is full of the shadows of a glorious past that can barely be seen beneath the grime of the present.

Top

Districts

Callestan

District Type: Inn district

Buildings: Temples (Olladra, the Traveler), average lodging (35), poor lodging (100), average food (5), poor food (40), upscale trades (2), average trades (35), poor trades (70), upscale services (2), average services (30), poor services (70)

First Impression: The inns and taverns in this district are dark and grimy. Vermin run like water through the streets on a stormy day, including rats that scurry into shadows and foul men and women who study you with avaricious eyes.

Social Class: Lower class

When Sharn first rose from the ruins of Shaarat, Callestan was the center for trade and commerce. Today, it serves as a center for illegal trade and activity. The people who come to stay in the inns of Callestan sacrifice comfort to avoid the watchful eyes of the law, and many crooked deals are arranged in these dark taverns.

Until recently, Callestan was a stronghold of the Boromar Clan. The Tyrants and House Tarkanan both conducted business in the district, but the Boromars collected tribute from the merchants, and the fences, dreamlily dens, and gambling halls all owed allegiance to the halfling crime lords. Over the last two years, however, Daask has been posing a significant threat to the Boromar position in Callestan. Daask soldiers have beaten and killed Boromar operatives. Businesses with ties to the Boromars have been threatened, robbed, or even destroyed. Tarkanan and the Tyrants have taken advantage of this conflict to strengthen the irown positions, expanding their businesses and contacts in the region.

Most of the average services and trades, and all of the upscale services and trades, offered in this district are criminal in nature. Callestan is the best place to go to find a fence, arrange for a burglary, or acquire forged papers. All of these things can be found elsewhere in the city, but in Callestan you don’t have to worry about the Watch taking an interest. At this point, the district has become acrossroads for the four major criminal powers of Sharn, and one must deal with different groups for different services. House Tarkanan usually handles assassination and theft; forgery, deception, and prostitution are typically tied to the Tyrants; and smuggling, gambling, petty theft, and illegal goods are the realm of the Boromar Clan. Daask takes the role of a wild card that could intrude on any of these areas, but usually deal in violent crime.

The Broken Anvil Inn: This small tavern with a handful of rooms to rent is carved into a bend in the wall of Mason’s Tower. House Ghallanda operates the inn, and the host is a matronly halfling named Eranna.

The Cracked Mirror: The Cracked Mirror is a quiet, unremarkable inn, notable for the number of changelings and shifters among its clientele. In fact, the inn serves as a front for the Tyrants, and anyone who wants to do business with the Tyrants can find someone to talk to here. Any changeling receives a +1 circumstance bonus on all Gather Information or Knowledge (local) checks made in the Cracked Mirror.

A shrine dedicated to the Keeper is hidden in the basement of the Cracked Mirror, and many of the regular customers participate in secret ceremonies to this deity. The doppelganger Zaz (CN female doppelganger cleric 5) maintains the shrine. While Zaz gets along well with the Tyrants, her true loyalty lies with the Cabinet of Faces, the mysterious cult of the Traveler hidden in the shadows of Khorvaire. She generally helps the Tyrants, but she often sets her own bizarre schemes in motion.

The owners and staff of the Cracked Mirror appear to change on a weekly basis—one week the innkeeper is a cheerful male dwarf named Mrogab, the next week she’s a surly female half-orc named Traaka. In fact, the staff consists of two doppelgangers (not counting Zaz) and six changelings. These eight take turns playing various roles at the inn and performing work for the Tyrants; they enjoy creating elaborate dramas with these roles, and each trip to the Cracked Mirror should involve colorful new personalities. While the on-duty staff generally assumes the forms of other races, most of the doppelganger or changeling clientele maintain their natural forms while at the inn.

Silvermist: Officially, Silvermist is a dream parlor secretly owned by the Boromar Clan—a place where illusions and glamers are used for the entertainment of guests. The regular entertainers include Jix (CN female changeling expert 3), a changeling who uses her natural powers to perform unusual one-woman ballets and operas, and Salleon (CN male gnome illusionist 3), an illusionist who fascinates audiences with bizarre and compelling hypnotic patterns. In addition, Silvermist is a dreamlily den—a place where people can buy and use dreamlily without fear of the law.

Top

Fallen

District Type: Slum

Buildings: Temple (The Silver Flame), poor lodging (2), poor food (12), poor trades (40), poor services (20), poor residences (285)

First Impression: At first glance, this district looks like a ruin. Huge chunks of stone are scattered around the outer streets. Statues of the gods look down upon you, but many have shattered features or missing limbs. A few buildings and bridges have collapsed, in whole or in part, and most of the surviving buildings show some amount of scarring and damage.

Social Class: Lower class

Fallen is the worst district in a bad ward. A century ago, it was known as Godsgate, Sharn’s first temple district. But as the city grew, the primary temples relocated to the higher wards, and the most important relics were taken to Sovereign Towers. Some of the temples remained in service, but most were converted to serve as housing for workers in the Cogs. For hundreds of years the district slowly decayed. The final blow came on 9 Olarune 918 YK. The Glass Tower broke apart as it fell, and while most of the floating citadel landed in the Dagger River, some of its spires struck the district of Godsgate, shattering buildings and killing hundreds.

The city council had no intention of pouring gold into Lower Dura, and people of the district were left to repair the damage as best as they could. Many left, but some of the people were determined to remain in their ancestral homes or maintain their family businesses. Others couldn’t afford to go anywhere else. The folk of Lower Dura also talk about that the spirits of the restless dead that haunt the worst ruins of the district, and the mysterious and apparently mad “ravers” who commune with them. Within a year, the district became known as Fallen, and ever since then the citizens of Sharn have shunned it.

The extent of the devastation varies considerably. In much of the district the original buildings remain largely intact; any gaps in walls and ceilings have been blocked off with boards or chunks of stone. A few businesses can still be found in these areas—taverns serving stew of questionable origin, crafters producing rough clothing and other necessities, merchants selling scavenged goods and materials. While the merchants of Fallen happily take any coins offered them, most are used to bartering with customers.

Where the spires of the falling Glass Tower crashed into the district, the buildings are shattered and broken, and segments of the Glass Tower jut from crushed temples and manors. The ravers inhabit these places, bloodthirsty feral folk who appeared after the disaster. Anyone who seeks the lost treasures of the Glass Tower must face the ravers—and perhaps the restless spirits of the dead. The city council also uses Fallen as a makeshift asylum, throwing the insane into the district, where they either join with the ravers or quickly die.

The Ravers: They hide in the secret places, scavenging among the ruins where the Glass Tower and Fallen mingle in a jumble of glass and stone. Few ever see the ravers, but the evidence of their passing can be discerned amid the wreckage of old. Whether they were once citizens of the district or some strange breed released from the Depths by the shattering disaster, the ravers have been connected with the Day of Crystalfall and the troubled spirits said to haunt the mournful ruins. Most people never encounter the ravers, but those that do rarely survive to tell the tale.

Blackstone Church: There are many shattered temples in Fallen, and the broken statues of the Sovereign Host look down upon the ruins. Only one temple still operates among the ruins— Blackstone Church, Sharn’s first temple to the Silver Flame. Once this church was tended by dozens of acolytes and filled with offerings and relics. Today, dust and shadows hold sway, and a single priest administers to the Flame. Faela (N female half-elf expert 3/adept 2), not part of the church hierarchy of Sharn, saw a need and took up residence in the abandoned church. The Silver Flame is dedicated to fighting the evil impulses of humanity as well as supernatural evil, and Faela does her best to counter the darkness she sees in Fallen. She provides nonmagical healing, acts as a mediator, and tries to defuse violent situations. While the people of Fallen don’t always listen to Faela, she is the only priest that has not abandoned them, and they generally look out for her. She devotes most of her time to the poorest and most wretched people of Fallen, trying to help these unfortunates rise up from squalor and make a better life. With her guidance, a number of the worst cases have even managed to leave Fallen and start a new life elsewhere in Sharn.

Top

Gate of Gold

District Type: Tenement district

Buildings: Poor residences (240)

First Impression: The great gate from which this district takes its name was stripped of its gilt plating many centuries ago. Old mansions and towers that once belonged to wealthy lords and merchants have been converted into tenement housing for the poor, and the inhabitants appear lean and hungry.

Social Class: Lower class

Once home to many of the founding families of Sharn, Gate of Gold is now little more than a slum. Small and wretched townhomes crowd the crime ridden, extremely dangerous district.

Top

Malleon’s Gate

District Type: Goblinoid slum

Buildings: Temple (Sovereign Host), shrine (The Mockery), poor lodging (7), poor food (45), average trades (4), poor trades (1116), average services (4), poor services (41), poor residences (344)

First Impression: Chaos and noise. This district is run-down and filthy. Smoke fills the air and rats scurry in the shadows. Goblins are everywhere, squabbling, haggling, and shouting at one another. A bugbear forces his way through the crowd, flinging goblins aside. A trio of hobgoblin warriors emerges from a tavern and the crowd instantly parts.

Social Class: Lower class

Sharn was built from the ruins of Shaarat, which was built atop old Duur’shaarat. All of these cities had one thing in common: Goblins. Malleon the Reaver enslaved the goblins of Duur’shaarat and forced them to build his city. King Galifar I offered the goblins freedom in exchange for their service as soldiers and laborers. For many of the goblins, there was little difference between life as a slave and life as a free laborer, but over the centuries some learned valuable trades and established their own businesses. While the goblins were officially citizens of Galifar, few humans enjoyed their company, and they found themselves congregating in Malleon’s Gate.

For centuries, goblins were the sole inhabitants of Malleon’s Gate. But with the rise of Darguun, all manner of goblinoids have emerged from the Seawall Mountains, and many have come to Sharn in search of opportunity. The relationship between the “city goblins” and these new immigrants is not entirely amicable; the Ghaal’dar bugbears and hobgoblins are used to dominating the goblins of Darguun, while the goblins of Sharn value their independence and rights as citizens. Daask and the recent immigrants from Droaam have brought new stability to the situation, as bugbear and goblin alike have to respect the power of a medusa or ogre mage. Nonetheless, Malleon’s Gate remains a very dangerous place. While most of the Sharn goblins happily do business with people of all races, a number of goblin gangs, bugbear bullies, and unpleasant ogres enjoy taking out their frustrations on strangers.

The Sharn Watch stays out of Malleon’s Gate, but recently the medusa Gasslak (NE male medusa adept 1) has assumed the responsibility of maintaining order in the district. Gasslak only uses his power to deal with major disruptions; he doesn’t care if a few bugbears throw their weight around. But if adventurers start killing goblins by the score, Gasslak may take personal action or call on Daask to deal with the troublemakers. A few statues scattered around the streets give mute testimony to Gasslak’s power.

While many of the trades and services available in Malleon’s Gate are criminal in nature, the goblins also pursue a variety of crafts and professions. The district contains an old temple to the Sovereign Host, but the nine sovereigns are depicted as idealized goblinoids. Many of the Darguuls and Droaamites revere the Dark Six, and Gasslak has established a shrine to the Mockery in his abode.

Bloodstone Inn: A Darguun mercenary troop known as the Ja’khor (a goblin word translating to “Blackbloods”) uses this inn as a base of operations.

Top

Oldkeep

District Type: Apartment townhomes

Buildings: Average residences (40), poor residences (220), upscale trades (2), average trades (3), poor trades (5)

First Impression: Over the course of centuries, old fortresses and garrison halls have been converted into apartment buildings and shelters for the poor.

Social Class: Lower class

Once, Sharn’s City Watch operated out of a great set of towers and buildings known as the Keep, located in Lower Dura. When the City Watch spread out to Daggerwatch and the new garrisons springing up in other, higher-level districts, a number of land barons bought up the old property and converted it into housing. Now the place is called Oldkeep, in memory of its more glorious occupants. Most of the residents of Oldkeep work in Precarious, the Stores, or in Middle Dura. Many work for businesses with ties to the Boromars Clan. Recently, bands of monsters with ties to Droaam have begun making surgical strikes in the district—thugs or burglars appear, hit a target with ties to the Boromars, and vanish into the Cogs. The Boromar Clan has hired Deneith mercenaries to patrol the district, but these guards can’t be everywhere at once. While they can handle a few gnolls or even an ogre, these mercenaries have a difficult time dealing with medusas or trolls. All trades available in this district are illegal in nature. While most criminals do business in other districts, it may be possible to find a fence, a burglar, or a source for dreamlily or dragon’s blood in Oldkeep.

Top

Precarious

District Type: Warehouse district

Buildings: Warehouses (70), poor food (4), exotic trades (2), poor trades (35), poor services (70), average residence (1), poor residences (500), shrine (the Inspired), other (5)

First Impression: This district, dominated by massive warehouses that hold the cargo of the merchant ships that ply the Dagger River, consists of storage towers surrounded by tenements, flophouses, and an assortment of workhouses and businesses of questionable trade practices.

Social Class: Lower class

The skydocks of Precarious lean out into the air high above the Dagger River. Vast mystical cranes and magic lifts use levitation and the power of Syrania to haul loads of cargo and people to and from the waterfront districts of Cliffside. An army of laborers transports goods between the docks and the warehouses in the district—both the massive storage towers and the smaller warehouses. While sailors generally find entertainment in Cliffside, Precarious houses a variety of crafts and services. Mills and workhouses make immediate use of the raw materials brought up from the Dagger River, while a few dingy taverns, gambling dens, and dreamlily dealers provide the workers with a chance to leave their cares—and their silver—behind. A variety of criminal trades are practiced in Precarious; the Boromar Clan has a hand in many of the businesses in the area due to their considerable investments in smuggling and shipping.

Precarious plays an important part in the economy of Sharn, and as a result the City Watch maintains an active presence in the district. The Watch maintains a small garrison in the area to watch for smugglers—or at least to ensure that the proper bribes are paid. The Watch also protects the tariff office,the large customs agency on the skydocks that handles taxation of goods. The Watch protects trade: petty crimes are not their concern, and Precarious is definitely a dangerous place for average citizens and visitors. Tourists and important visitors arriving by ship generally hire a Deneith escort at Grayflood to ensure safe passage through Lower Dura to the higher levels of the city.

Dar San: While there is little cultural contact between Riedra and Khorvaire, a considerable amount of trade flows across the Barren Sea. Most Riedrans distrust the people of Khorvaire, and over the years a number of Riedran merchants have purchased their own warehouses in Precarious, staffed with Riedran laborers and bookkeepers. Over the last century, a small Riedran community has taken root in Precarious; the inhabitants call in Dar San (“Far Port” in the Common tongue). Though they live in squalor, the Riedrans are a proud people, and the lowliest laborer considers himself to be the equal of a duke of Khorvaire.

Among themselves, the Riedrans observe a strict social hierarchy. When one of the Inspired comes to Dar San, he or she is treated like an emperor. While the Riedrans generally hold the people of Khorvaire in contempt, they have an irrational hatred of the kalashtar and Adarans. The neighborhood has established its own militia—though some might call it a street gang—and any kalashtar or Adaran who comes to the neighborhood gets just one chance to leave peacefully.

Riedrans do not drink alcohol, nor do they use dreamlily or other narcotics; they view such behavior as an example of the corruption that grips Khorvaire. Dar San features a number of businesses catering to the Riedran community, including the two exotic trades listed in the district description. These include Kasharath, a restaurant serving Riedran cuisine; a grocery stocked with Riedran foods and goods; and a shrine to the Inspired. Prominent citizens include Lanharath (LN male human expert 4), who represents the merchant consortium that owns the warehouses; Hasalakesh (LN male human commoner 3), a tailor specializing in Riedran clothing; and Kantarashtai (LN female human expert 3), Dar San’s resident healer. Lanharath typically serves as the leader of the community, but the true power rests with the Inspired warrior Hamatash (LE male inspired rogue 3/soulknife 3). Hamatash maintains a low profile, but he is the disposable tool of the Dreaming Dark—if the Dark needs to take some action without revealing the existence of their sleeper agents, they use Hamatash and the Riedran militia.

House Kundarak: House Kundarak owns five warehouses in Precarious. These warehouses are especially secure, combining alarm, seal of the magi, and glyph of warding with mundane and magic traps. These warehouses cost twice as much to use as their mundane counterparts, but merchants with a serious interest in security readily pay the price.

Top

The Stores

District Type: Warehouse district

Buildings: Warehouses (50), poor trades (25), poor services (50), poor residences (400)

First Impression: Wide storage towers dominate this district, surrounded by tenements and smaller warehouses. The streets are full of wagons and laborers hauling goods to and from the skydocks of Precarious.

Social Class: Lower class

The Stores district has much in common with Precarious. However, the Stores is not actually built on the cliff side, and the Watch focuses its attention and resources on Precarious. The result is that the Stores are slightly more dangerous than Precarious, and smugglers are more likely to hide their goods in these warehouses. The Boromar Clan has strong interests in this district, and thus a considerable halfling population can be found here.

Top

Menthis Plateau

The Menthis Plateau is the hub of Sharn’s entertainment industry, as well as its most diverse ethnic quarter and the seat of Morgrave University. Its districts include Den’iyas (also called Little Zilargo because of its large gnome population), Everbright (the city’s only magic district), and two theater districts, Torchfire and Smoky Towers. Like the Central Plateau, its location allows it to draw visitors from all over the city to sample its entertainment offerings, and it also draws tourists from across the Five Nations.

Watch Detail: 450 guards of the Watch: 135 on day shift (108 patrol, 27 stationed), 158 on evening shift (126 patrol, 32 stationed), 157 on night shift (125 patrol, 32 stationed)

Top

Upper Menthis

Population: 7,800

Social Class: Upper middle class

Character: Wealthy and educated, strongly influenced by the presence of Morgrave University.

Districts: University, fine shops, wealthy residences, average residences, gnome neighborhood

Businesses: Upscale and specialized, including many literate trades; gold piece limit: 70,000 gp

Key Personalities: Councilor Thurik Davandi (LN male gnome expert 4/magewright 4); Master Larrian Morgrave (N male human aristocrat 2/expert 7); Flamewind (N female gynosphinx, 12 HD); Dala Arand (LE female human, expert 4/rogue 2); Sonnet (NG male personality warforged, fighter 1/bard 3)

Morgrave University might not be the most prestigious university in the Five Nations, but it is the largest educational institution in Sharn. The University strongly influences the character of the Upper Menthis ward, drawing academics, scribes, sages, and students from all over Breland and beyond. A diverse mix of races and national origins populate Upper Menthis. In addition to the University, Upper Menthis’s role as the crown of Sharn’s entertainment quarter has made a significant impact on the character of the ward, and four major theaters have been established here.

Top

Districts

Den’Iyas

District Type: Gnome neighborhood

Buildings: Temples (Aureon, Onatar), upscale lodging (5), average lodging (16), upscale food (15), average food (20), exotic trades (10), upscale trades (15), average trades (25), poor trades (12), upscale services (15), average services (25), average residences (200)

First Impression: The buildings here, from quiet and neat little townhomes to shops and services of all kinds, are scaled for the district’s gnome inhabitants.

Social Class: Middle class

Den’iyas is known as the gnome neighborhood of Sharn, though barely ten percent of the city’s gnome population lives in this district. Few people of other races call it home, and its gnome residents cleave to their traditional customs unlike their more integrated brethren in the rest of the city. There are usually a dozen subtle power struggles going on between the major families of Den’iyas, and even the most innocuous event could be part of some elaborate intrigue. Information of all types can be acquired here, but those with secrets must be careful around the inquisitive gnomes, lest they become the object of blackmail, curiosity, or deceit.

Davandi Fine Tailoring: The Upper Menthis representative on the city council is Thurik Davandi (LN male gnome expert 4/magewright 4), an accomplished tailor specializing in glamerweave garments. He also secretly supplies darkweave clothing to the Boromar Clan, and his goods are at least partly to blame for the City Watch’s inability to put a damper on the Boromar Clan’s criminal activities.

Khavish Theater: The Khavish Theater, one of four upscale theaters in Upper Menthis (the other three are all located in the University District), stands out for its ability to cater to the needs of gnomes and gnome-sized races, with ample seating for people of Small and Medium size. Two stage troupes share the theater—the Khavish Players, made up mostly of human actors, and the Zilargo Repertoire Group, consisting entirely of gnome performers.

The Khavish Players present more contemporary and widely appealing acts than the performers at the other Upper Menthis theaters, incorporating music, sex, and comedy—though not to the extent of the burlesque found in Lower Menthis. The Zilargo Repertoire Group generally performs works that only interest gnomes, full of intricate histories and a level of detail that audiences of other races find excessive (and mostly boring). Occasionally, they stage a comedy aimed at mixed-race audiences, generally featuring acrobatics and pratfalls. Recently, the famous gnome bard Kessler agreed to play with the Zilargo Repertoire Group, and that has brought more mixed crowds to their performances.

Top

Ivy Towers

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: Orderly collections of townhouses ring the towers of this quiet district. Children play in the streets and couples stroll arm in arm.

Social Class: Middle class

Ivy Towers is a generally unremarkable residential district, notable only because a significant number of professors at Morgrave University make their homes here.

Top

Platinate

District Type: Wealthy residential

Buildings: Upscale residences (250), average residences (30)

First Impression: The townhomes in this district are large and well kept, clearly displaying the wealth of their occupants. Servants move about on the business of their employers, and guards can be seen posted at many of the doors.

Social Class: Upper class

Platinate, among Sharn’s most desirable residential districts, isn’t as exclusive as Mithral Tower in Upper Central, but certainly compares to Oak Towers and Crystal Bridge in Upper Northedge. Morgrave University produces few scholars wealthy enough to live in Platinate, but some retired explorers who struck it rich selling artifacts from Xen’drik settled in this district to remain close to the University. There are just enough eccentric collectors of antiquities and retired adventurers to give Platinate a quirky character that distinguishes it from similar districts.

Top

Seventh Tower

District Type: Fine shops

Buildings: Upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (120), upscale residences (80)

First Impression: Stores, restaurants, hotels, and a few townhomes in this prosperous neighborhood appear high-priced and lavish.

Social Class: Upper class

Named for its most prominent architectural feature, Seventh Tower holds the distinction of being the finest shopping district in Menthis Plateau. A number of rare book dealers and antiquities shops set it apart from similar districts, such as Platinum Heights in Upper Central.

Galdin’s Garden: By general consensus, one of the finest restaurants in Sharn is Galdin’s Garden. An elegant setting for a fine meal situated at the top of Seventh Tower, a garden of exotic and fragrant flowers, particularly roses and orchids, surrounds the establishment. Both indoor and outdoor seating is available, and some of the tables offer views of the distant ocean to the south on (the relatively rare) clear days. The menu consists of spicy Brelish offerings, while the wine list includes the best vintages from the Eldeen Reaches and Aundair.

Little Xen’drik: The top level of Thurias Tower gained the appellation of Little Xen’drik because of the six antiquities dealers there. The dealers maintain a tremendous rivalry, each sponsoring expeditions to Xen’drik and offering the finest gold of the realm for items brought back from that far-away land.

Jaster Mekdall (N male elf expert 3/wizard 2) owns the Mekdall Gallery. He is gloomy and frequently moans about being cheated by his customers, but he charges decent prices.

Haga Wissel (NE female human expert 2/rogue 4) owns Echoes of the Past. She is cheerful and friendly but extremely hard-nosed about prices. She has been accused of having connections to House Tarkanan and even paying burglars to steal items from other collectors.

Kidro Osanak (N male gnome expert 8) owns Window on Yesterday. A wizened old gnome, Kidro harbors a deep resentment toward Haga Wissel, and though he can’t prove it, believes that she has stolen items from his shop. One of the only dealers in Little Xen’drik with more interest in the historical knowledge contained in his treasures than in their monetary worth, Kidro often sponsors the most challenging expeditions.

Biballin Postar (CG male halfling expert 4) owns Postar’s Jewelry Art Gallery, which specializes in the adornments of ancient Xen’drik. He is absent-minded and keeps completely irregular hours, but can be counted on to pay the best price for jewelry related to either the drow or the giants of the ancient and mostly forgotten kingdoms. Reina Doiran (NG female human expert 2/sorcerer 6) owns Cloud Antiquities. Flamboyant and eccentric, she judges items quickly based on her own aesthetic sense rather than their historic value, and pays more for items that intrigue and appeal to her than for dusty trinkets of more scholarly worth.

Reina’s twin sister, Fista Doiran (NG female human expert 8) owns the Doiran Gallery (which once belonged to their parents) and has the opposite personality and artistic disposition. This allows them to get along amazingly well, and the twins cooperate in business dealings despite a strong sense of rivalry.

Top

University District

District Type: University

Buildings: University buildings—instruction and faculty offices (15), library (5), temple (Aureon), shrine (Path of Light), upscale lodging (20), upscale food (30), upscale (literary) trades—booksellers, stationers, mapsellers, seal makers, etc. (50), upscale (literary) services—scribe, sage, translator, cartographer, etc. (38), dormitories (20), upscale residences (100)

First Impression: Students carrying armloads of scrolls and books hustle to classes, while others sit or stand in circles, discussing the day’s lessons.

Social Class: Upper class

The home of Morgrave University, the University District is dedicated to the pursuit of knowledge—while making as much profit as possible. FromMorgrave itself to the businesses that have sprung up around it, love of learning coexists with love of earning and the two feed happily off each other. If scholarly interest can lead to great profit, or thirst for gold to historical discovery, then the residents of the University District are doubly satisfied.

Art Temple: One of Upper Menthis’ four theaters, the Art Temple is famous for cutting-edge, avant-garde plays. It has no resident playwright; instead, the theater solicits submissions from across Khorvaire, though residents of Sharn pen most of its productions. The theater’s owner, Cassa Faer (N female elf expert 3), prides herself on discovering new talent, but she definitely gives preferential treatment to her personal acquaintances, and tends to become romantically involved with each new playwright whose play she produces.

Golden Horn: This upscale inn is the local outpost of the Circle of Song (see Chapter 5: Guilds and Organizations). It has a considerable area set aside for members of the Circle, including a library, meeting hall, and even a small concert hall. The proprietor of the Horn is a man named Mandyran (CG male half-elf expert 3/bard 3). A former wanderer, the old man has settled down and opened the inn to help support the Circle.

Grand Stage: Another of the theaters in Upper Menthis, the Grand Stage generally produces a more conservative and traditional repertoire than the others, including a mixture of classic works and more modern plays echoing the style and conventions of the classics. The well-beloved The Changeling’s Prophecy, by the ancient playwright Duthic Olan, appears on the Grand Stage’s docket every two to three years. This is not the place to see avant-garde productions that wrestle with existential concerns in the wake of the Last War, but rather the Grand Stage presents a constant selection of the great cultural heritage of Galifar.

Kavarrah Concert Hall: The grand auditorium near the University, Kavarrah Concert Hall hosts the finest musical performances in Sharn. Residents of Upper Central, Upper Northedge, and Upper Menthis’s Platinate district attend shows in Kavarrah dressed in their finest glamerweave garments, often arriving by skycoach after dining in Skyway restaurants.

Haftak’s Books and Binding: Haftak ir’Clarn (NG male human aristocrat 2/expert 1) runs this bookstore and bindery, and uses its facilities to publish the Sharn Inquisitive, the city’s local chronicle. A minor member of one of Breland’s noble families, Haftak has a prominent cousin in the parliament and a significant fortune at his disposal, which allowed him to start the Inquisitive as a sideline to his marginally profitable main business.

Sharn Opera House: Breland has a long heritage of operatic composition, and the Sharn Opera House is committed to regular performances of classic Brelish works, as well as newer material from across Khorvaire. The opera house consists of a grand auditorium in Dalannan Tower, with comfortable seating for 3,000 people. As with the Kavarrah Concert Hall, attending performances in the Sharn Opera House usually become very formal affairs, but the opera house also offers standing-room galleries for those of less wealthy means.

Stargazer Theater: Another of Upper Menthis’s four theaters, the Stargazer Theater is located on the top of Kelsa Spire, open to the sky. A grassy park surrounds the open-air amphitheater, allowing audience members to picnic on the lawn if they prefer. Once confined to the summer months, its performance season was extended to the whole year thanks to the weather-controlling powers of House Lyrandar. Now, audiences can enjoy the warmth of a spring or summer day whenever they visit the Stargazer. Its repertoire focuses on classics with family appeal.

Top

Moregrave University

Morgrave University owns most of the buildings in Upper Menthis, even ones not used for University purposes. The University itself fills Dalannan Tower, which is crowned by the enormous dome of Lareth Hall. Five slender spires ring Dalannan Tower, representing and named after the Five Nations, and they house most of Morgrave’s students. The university library is located just below Lareth Hall, and the Commons atop Breland Spire is a popular gathering spot for students and faculty alike.

The Bridge: The long, arcing, covered bridge that connects Breland Spire (and the Commons) to Dalannan Tower serves as a center of student life at Morgrave. Shops line one side of the bridge, including bookstores, paper makers, clothing and equipment vendors catering to students, and related businesses. Notices, such as announcements of campus events, job opportunities, items for sale, rooms for rent, and the like, cover the opposite wall of the bridge.

The Commons: Pleasantly situated atop Breland Spire, the Commons is a large open-air plaza with a commanding view of the neighboring towers and lower reaches of the city. Every morning, vendors wheel their carts up to the Commons and offer a mouth-watering variety of food from a dozen different cuisines, from Karrnathi sausage to Talentan kebabs. The offerings are hardly haute cuisine, but they are authentic and generally delicious. Dezina Museum of Antiquities: Home to the finest collection of artifacts from Xen’drik in Khorvaire, Morgrave University’s Dezina Museum fills many of the mid-levels of Dalannan Tower. Its collection would be even more impressive were it not for the strong tendency the University has to sell valuable artifacts rather than put them on display, not to mention the steady stream of items routinely stolen from the museum. More interesting (at least to some) than the museum’s displayed collection are its vaults, vast rooms below the publicly accessible areas of the museum that contain unopened crates of treasures waiting to be cataloged, shelves of artifacts deemed uninteresting, and a few secret rooms holding items too important or dangerous to put on public display.

Great Hall of Aureon: The grand temple to the god of knowledge at Morgrave University, the Great Hall of Aureon is an architectural marvel as well as a sacred site often visited by pilgrims. Scholars, scientists and artificers, and any others who seek knowledge have made a practice of spending the night in the Great Hall. They believe that inspiration will visit them while they sleep on the marble floor of the majestic temple. Some of Breland’s greatest minds through the ages have claimed that their greatest breakthroughs came after a night in the temple. Merrix d’Cannith (the grandfather of the current head of House Cannith in Sharn) attributed the invention of living constructs (the first warforged) to stay in the Great Hall of Aureon.

The Great Hall also provides a place to find experts in all fields. The temple staff represents the broad spectrum of scientific study, and if they do not know the answer to a question they can almost certainly find someone who does. The ordained clergy of the Great Hall include experts, wizards, loremasters, and bards, as well as clerics, and position in the hierarchy of the temple has nothing to do with character class or field of expertise.

Lareth Hall: Named after the founder of Morgrave University, Lareth Hall holds the University’s administrative and faculty offices. This large domed structure at the center of the campus, situated at the top of Dalannan Tower, contains the office of president Larrian ir’Morgrave (N male human aristocrat 2/expert 5), along with the bursar’s and registrar’s offices, and—in a large chamber at the top of the dome—the abode of Flamewind, a gynosphinx.

Morgrave University Library: Centrally located on the University campus near the top of Dalannan Tower (just below the dome of Lareth Hall), the Morgrave University Library has the most extensive collection of books in all of Breland. It pales in comparison to the great library at Korranberg, but a significant number of Zilargo expatriates live in Den’iyas and work to make the Morgrave Library the best resource it can be.

History is clearly a specialty of the University, and those using the Morgrave Library for research into the history of Sharn or Xen’drik gain a +6 circumstance bonus on their Knowledge (history) checks. The Library offers a +4 circumstance bonus on Knowledge (history) checks related to other areas and on Knowledge (arcana), Knowledge (dungeoneering), and Knowledge (geography) checks. For all other Knowledge checks, the Library provides a +2 circumstance bonus.

Those without formal ties to Morgrave University must pay a fee of 1 gp per day to conduct research at the Library. Students, alumni, and those working for Morgrave can use the Library for free.

Shava House: Shava House, a small academic community on the campus of Morgrave University, was originally a housing unit for professors with no families. It has developed into more of an intentional community: the residents share meals heavily laden with academic discourse, and generally share an interest in the history of Xen’drik. An unassuming member of this commune is Dala Arand — a friendly scholar active in planning expeditions to Xen’Drik, while also secretly serving as a spy for the Order of the Emerald Claw.

Top

Middle Menthis

Population: 9,000

Social Class: Middle class (1 upper class district, 1 lower class district)

Character: Racially, ethnically, and economically diverse downtown area.

Districts: Theater district, garrison, magic district, halfling encampment, shops

Businesses: Varied, from posh magic item dealers to run-down general stores; gold piece limit: 40,000 gp; the limit in Everbright is 100,000 gp for magic items only

Key Personalities: Councilor Caskar Halavik (N halfling barbarian 2/expert 4); Thuranne d’Velderan (NG half-orc rogue 5/dragonmark heir 1)

Middle Menthis is quite possibly Sharn’s most diverse ward, representing a true melting pot of different races, ethnic and national origins, economic classes, and social statuses. Small communities of human immigrants from the Lhazaar Principalities (in Warden Towers), the Shadow Marches (in Cassan Bridge), and Cyre (in Smoky Towers), in addition to the large halfling community in Little Plainsand the students of Morgrave University, drawn from across Khorvaire, contribute to this diversity. Together, these many communities of immigrants make Middle Menthis an excellent place to find crafts and services that are particular to certain peoples and nations.

Districts

_{color:maroon}Cassan Bridge

District Type: Shops

Buildings: Temple (Onatar), shrine (Gatekeepers), average lodging (15), average food (40), exotic trades (15), upscale trades (50), average trades (140), poor trades (40), upscale services (10), average services (40), poor services (8)

First Impression: Citizens rush by with their arms full of packages in this shop district. There is a definite foreign element to some of the architecture and the goods for sale, not to mention the people.

Social Class: Middle class

Cassan Bridge is a fairly unremarkable shopping district, unique only in the small community of human immigrants from the Shadow Marches who make their homes and livings here. Several importers bring Marcher crafts into Sharn, and specialty groceries carry ingredients favored in Marcher cooking. Although no buildings need be built on stilts in Middle Menthis, some of the architecture of Cassan Bridge echoes the styles of the Marches as well.

Top

Everbright

District Type: Magic district

Buildings: Magic item dealers (8), spellcasters for hire (20), temple (Aureon), shrine (The Shadow), upscale food (20), exotic trades (45), upscale trades (65), upscale services (40), upscale residences (80)

First Impression: Everbright lanterns keep the towers here well illuminated, and other magical effects are visible everywhere—from soarsleds carrying people through the air to constructs following their masters as they visit different shops

Social Class: Upper class

Everbright might not be home to the majority of Sharn’s magic item dealers and spellcasters for hire, but it certainly can boast the largest concentration of them in any one district. While magic item dealers in the Central Plateau cater to wealthy collectors, those in Everbright tend to keep a more practical focus, selling items to the people who are most likely to actually use them—adventurers. For this reason,dealers in Everbright are far more willing to buy (and likely to sell) items that are not fully charged or are otherwise partially used up. Similarly, Everbright is the best place to find spellcasters for hire who are 10th level or above—whose talents are rare and in significant demand in Sharn.

While the spellcasters and dealers of Everbright are accustomed to trading with adventurers, they are also (for the most part) law-abiding citizens. Characters who need spells cast with no questions asked are better advised to seek out spellcasters affiliated with Sharn’s criminal gangs rather than walking into a spellcaster’s office in Everbright.

Shrine of the Shadow: Hidden down a dark alley, the shrine of The Shadow represents the dark side of Everbright. Here, necromancers and other evil wizards gather in secret to revere the power of magic perverted to evil ends, led by a cleric/necromancer named Thalanna (CE female human cleric 3/necromancer 3). This secretive cult has no grand evil schemes for world domination; they exist purely to worship their patron deity and hide only to escape persecution.

Top

Little Plains

District Type: Halfling encampment

Buildings: Council hall, temple (Boldrei), shrine (Balinor), average lodging (20), average food (37), average trades (60), average services (40), average residences (200)

First Impression: The towers here appear insideout: instead of open central spaces surrounded by buildings attached to the outside of a tower, streets run around the outsides of the towers, giving access to very low doorways leading to cavelike interiors. Halflings seem to negotiate these outside ledges with ease, and so do the dinosaurs many of them ride. Great winged reptiles soar between towers, many with halfling riders on their backs.

Social Class: Middle class

Little Plains is not the only halfling neighborhood in Sharn, but it is the only district almost entirely inhabited by halflings and the only significant concentration west of the Mournland of halfling immigrants from the Talenta Plains. Even the architecture suggests the maintenance of these halflings’ traditional ways, since the towers resemble the city of Gatherhold in Talenta. More urbanized halflings live in Little Plains as well, as do some few members of other races (primarily gnomes and some kobolds).

Top

_{color:maroon}Smoky Towers

District Type: Theater district

Buildings: Theaters (4), temple (Olladra), average lodging (10), poor lodging (30), average food (20), poor food (55), average trades (30), poor trades (60), average services (40), poor services (80), average residences (20), poor residences (40)

First Impression: Theaters, restaurants, and concert halls offer the promise of an evening’s musical entertainment in this district.

Social Class: Lower middle class

Smoky Towers is in some ways an extension of the Torchlight district directly below it, perhaps slightly better off in general but not much different in essentials. Smoky Towers is the entertainment district of Middle Menthis, known for dinner theaters, recital halls, and one grand theater. It presents a grade of entertainment that falls between the burlesque of Torchlight and the classical drama of the University District—affordable yet respectable, accessible yet thoughtful. A small but significant number of people who trace their origin to Cyre have made their home in Smoky Towers. Although culturally they differ little from their Brelish neighbors, this community has become very active in the wake of Cyre’s destruction, discussing rebuilding or reestablishing the nation elsewhere in Khorvaire. The Citadel keeps the Cyran community here under close watch due to this potentially treasonous talk.

The Atrium: The Atrium, a recital hall in Kashik Tower, features an acoustically resonant open performance space with seating for about 300. For performers on the move in Menthis’s entertainment scene, the Atrium is a definite step up from most of the dinner theaters in the district, and many of its performers are only a few years away from being ready for the Kavarrah Concert Hall.

Classic Theater: The only major theater in Middle Menthis, the Classic lives up to its name by performing only traditional works written before the start of the Last War. While the Grand Stage in the University District also performs more recent works echoing the classical style, the Classic has a stated policy of not even considering new works. Every performance in the Classic features archaic language, outmoded social customs, and the idealistic outlook of a world that has utterly vanished from Khorvaire, yet its thousand seats fill up every night.

Mizano Rupa’s: Mizano Rupa’s is one of three important dinner theater venues in Smoky Towers that give rising stars a stop on their ascent between Gailan’s and Upper Menthis. Self-consciously named and styled in imitation of Gailan’s in the Torchfire district below, Rupa’s offers decent food and high quality entertainment in a variety of styles. Mizano Rupa (N male dwarf expert 3) is hardly a connoisseur of fine music, but he knows what he likes and—fortunately—his tastes seem to compare with those of many in Middle Menthis, making his establishment quite popular. Reservations are recommended.

Starfire Dragon: The Starfire Dragon offers a steady diet of entertainment accompanied by exquisite meals. In this case, however, the entertainment clearly takes a back seat to the food. Trying to compete in a crowded market, the Starfire Dragon’s owner, Amman Todav (NG male human warrior 2/fighter 2), has hired excellent cooks, and the restaurant’s menu offerings reflect the trouble he has gone to. Todav’s choice in entertainers is less discriminating, however; he lost a good portion of his hearing fighting in the Last War, and judges performers more on their looks than the quality of their performances. On a good night, the entertainment ranks with the best Middle Menthis has to offer. But the Starfire Dragon is gaining a reputation for showcasing a great number of beautiful women with mediocre singing voices.

Thovanic Hall : Similar to the Atrium, Thovanic Hall is a former theater converted to use as a recital hall. It is still very new (the renovation was completed only two years ago), and is still trying to build its reputation as a place for fine music to compete with the Atrium. As a distinguishing point, Thovanic presents a significant number of non-Brelish and even nonhuman performers, who bring diversity to the musical offerings that the residents of Middle Menthis find sorely lacking in the district’s other offerings.

Top

Warden Towers

District Type: Garrison

Buildings: Garrison building, temple (Dol Dorn), average lodging (20), poor lodging (4), upscale food (8), average food (15), poor food (15), upscale trades (15), average trades (33), poor trades (28), average services (40), average residences (160), poor residences (40)

First Impression: Some guards of the Watch march to and fro in groups, while others stand at attention, and still others drill for combat. Shouted commands and marching songs fill the air.

Social Class: Middle class

Warden Towers is the home of Menthis Plateau’s Watch garrison, which includes 450 guards responsible for keeping order in the whole plateau. It also houses a small community of Lhazaar immigrants, many of whom have joined the Watch. This community also spills into Forgelight Towers and Downstairs, both in Lower Menthis.

Thuranne d’Velderan’s Investigative Services: Thuranne d’Velderan (NG half-orc rogue 5/dragonmark heir 1), a scion of House Tharashk, operates an inquisitive agency in Warden Towers. Her greatest asset is an extensive network of contacts within the Warden Towers garrison, which gives her access to resources beyond the reach of most inquisitives. She specializes in criminal investigation, and frequently consults for the Watch to repay the many favors her contacts have performed for her. She is not particularly favored in House Tharashk, since she prefers to run her own business than take on jobs for the house.

Top

Lower Menthis

Population: 8,400

Social Class: Lower class (2 middle class districts)

Character: Rowdy entertainment district.

Districts: Theater district, red light district, tavern district, average residences (2) Businesses: Seedy but not run-down, theaters, casinos, bordellos, restaurants, and inns; gold piece limit: 10,000 gp

Key Personalities: Councilor Savia Potellas (NE female human expert 2/bard 1)

The lower ward of Menthis Plateau perhaps best meets the stereotype of a metropolitan entertainment district. Its streets are crowded night and day, its buildings huddle dark and close together, and its offerings are lurid and often risqué. The only exceptions are the two residential districts, which are comparatively quiet places that give the City Watch little trouble.

Districts

Center Bridge

District Type: Average residential

Buildings: Average residences (280), poor residences (80) First Impression: Orderly collections of townhouses ring the towers of this district.

Social Class: Lower middle class

Center Bridge tries to be a quiet residential district, but with Torchfire and Firelight on one side and Downstairs on the other it can’t help but smolder with seedy activity. Its residents include a number of people associated with Morgrave University, since it is located directly below the University District and it offers much cheaper housing than can be found in the ward above. In fact, groups of students share inexpensive housing here, so close to the illicit pleasures of Lower Menthis, and are responsible for much of the rowdiness that sometimes disturbs the peace of Center Bridge.

Top

Downstairs

District Type: Tavern district

Buildings: Temple (Olladra), average lodging (14), poor lodging (80), average food (25), poor food (120), poor trades (40), poor services (40), poor residences (80)

First Impression: By night, inebriated revelers stumble forth into the crowded streets from dozens of taverns. By day, this district is a virtual ghost town, with only cleaning crews, delivery personnel, and the occasional determined drunk livening up the scene.

Social Class: Lower class

Situated on the western end of the plateau, separated from Torchfire and Firelight by the residential neighborhood of Center Bridge, Downstairs is nevertheless a rowdy district. Most of its businesses are taverns rather than fine restaurants (though there are exceptions), and drunken revels are the norm every night. Carousers finished with an evening at the theater in Torchfire or even the upper wards, or fresh from different kinds of activities in Firelight, come Downstairs to cap off the night.

Diamond Theater: The Diamond Theater is something new in Lower Menthis—competition for the Ten Torches Theater in Torchfire. With its large stage, copious seating (it seats 1,000 comfortably), and renowned artist-in-residence, the Diamond manages to exude an air of sophistication in a ward all about base entertainment. Luca Syara, the Diamond’s resident playwright, is the hottest thing going in Sharn’s entertainment world at present. Many of her plays wrestle seriously with issues raised by the Last War, exploring themes of nationalism, shattered idealism, alienation and grief, and the search for meaning in a war-ravaged world. For many, such serious, modern plays hold no interest and draw nothing but derision, but even those who hate her still talk about her. Her contract with the Diamond expires in another year, and certain circles buzz constantly with speculation about what upper-ward theater will snatch her up at that point.

Four Sails: The Four Sails restaurant is the exception to the general rule of Downstairs that drink comes first, food second. Known as one of Sharn’s hidden dining treasures, regular patrons of Four Sails claim that it has the best seafood in Sharn. Located at the base of Seventh Tower, Four Sails is owned by a Lhazaarite named Ulfen Marcrot (N male human barbarian 3/rogue 1), who certainly knows his seafood. Though he prefers not to discuss his past with the tourists and slumming upper-ward residents who come to Four Sails for the dining experience, Ulfen has a colorful history he does enjoy sharing with adventurers. Born and raised a pirate in the Lhazaar Principalities, he took up an adventuring career later in life and has even explored Argonnessen’s coast.

Top

Firelight

District Type: Red light district

Buildings: Temple (Olladra), average lodging (9), poor lodging (70), average food (20), poor food (80), poor trades (80), poor services—brothels, gambling halls, pawnshops, etc. (140)

First Impression: Noisy crowds fill taverns, casinos, and bordellos, the sound of laughter spilling out onto the dark streets. A great deal seems to be going on that appears illegal, but everyone seems to be having a good time.

Social Class: Lower class

The Firelight district caters to clients seeking entertainment of an intimate nature, as well as hardcore and casual gamblers. While Sharn’s other red-light districts, Sharn’s Welcome and Dragoneyes, are dangerous and disreputable places most respectable citizens wouldn’t dream of visiting, Firelight has somehow managed to maintain a reputation as a socially acceptable place to come and have fun, whatever type of fun one might be interested in having. Crime is much better controlled in Firelight than in the other red-light districts, so customers are less likely to become victims. Changelings control most of the bordellos here, as they do in Dragoneyes, but they employ members of almost all races.

The Burning Ring: The Burning Ring is not a specific location in Firelight. It moves frequently as the City Watch keeps trying to shut it down, but it seems to find a place to operate every night. It offers blood-sport, gladiator-style combat conducted by amateur and professional warriors. The combat is real—the combatants use a variety of weapons but wear no armor—and sometimes matches end in death. Ideally, the healer on hand for every fight reaches a fallen combatant before he dies, but sometimes the fallen are beyond help. Death only seems to make the crowds cheer louder.

The ringmaster is Hoas Junter (NE male shifter fighter7), who has extensive connections to the Daask gang. Sometimes his connections help him bring in a monster as a combatant to the crowd’s utter delight. The monster usually wins.

Finding the Burning Ring on any given night requires a DC 20 Gather Information check, which must be made in Firelight or Torchfire.

Lucky Nines: The Lucky Nines casino uses a remarkable amount of magic in the decoration and operation of the business. The owner, Fasha Yask (N female human wizard 8), employs a full staff of spellcasters—wizards, sorcerers, bards, artificers, and magewrights—to keep the place running smoothly. Unseen servants attend to customers’ needs, continual flame spells give illumination, illusions provide glamour and glitter, and bouncers with detect thoughts and detect magic patrol the floor to catch those who would cheat the establishment. In addition, as many would-be thieves have discovered, a variety of magic wards protect the place after hours, from fire traps to guards and wards.

Savia’s: The most elegant bordello in Firelight claims that its clientele comes from Upper Central and Skyway as well as closer districts. Its real claim to fame, however, is that its owner, Savia Potellas (NE female human expert 2/bard 1), is Lower Menthis’s representative on Sharn’s city council. Her election outraged many of her fellow council members, but she claims to fairly represent the interests of the businesses in her ward, and the merchants of Lower Menthis have never complained about her leadership.

Top

Forgelight Towers

District Type: Average residential

Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: Orderly collections of townhouses ring the towers of this quiet district. Children play in the streets and couples stroll arm in arm.

Social Class: Middle class

Forgelight Towers mostly succeeds where Center Bridge fails in being a relatively quiet residential neighborhood amid the rowdy chaos of Lower Menthis. A number of older citizens live in Forgelight Towers, long-time homeowners who established their residence here before the ward became quite so seedy. Many of them are fond of complaining how far downhill the neighborhood has gone; others are more interested in sampling the wares in Downstairs and Torchfire.

Dalan’s Refuge

District Type: Wealthy residential

Buildings: Upscale residences (250), average residences (30)

First Impression: The opulence of this neighborhood is overwhelming. The streets are lined with marble statues of famous inhabitants of Sharn, and fountains of illusion throw shimmering columns of rainbow light into the air. While not quite as luxurious as the homes of Ocean View, the mansions of Dalan’s Refuge are large and quite impressive.

Social Class: Upper class

Dalan’s Refuge is rather unremarkable, notable only for the wealth of its inhabitants, the number of pretentious monuments it contains, and the fact that a would be resident only needs to acquire 25 signatures before purchasing property in the district. It is filled with impressive mansions, along with a few smaller houses belonging to successful merchants, barristers, and politicians who haven’t quite made it to the top yet.

Top

Ocean View

District Type: Wealthy residential

Buildings: Upscale residences (250), average residences (30)

First Impression: The towers of Ocean View are among the highest in the city, allowing a beautiful view of the water to the south. The central spires are surrounded by luxurious mansions and well-kept gardens. Private guards stand at the gates of most of the manors, and strangers are watched carefully.

Social Class: Upper class

The manors of Ocean View are the most luxurious on the east side of Sharn, and they are extremely exclusive. Gold alone cannot purchase a mansion in Ocean View; by the laws of the ward, at least 30 current residents must sign a petition allowing the newcomer to purchase property. In addition to the beautiful homes, there are a number of pleasant parks and public gardens. The most notable of these is Lavalla Park, which provides the best view of the ocean.

The Gray House: This manor is one of the oldest in the district, and it has a few unusual features; most notably, it has no windows. The outlines of windows have been engraved into the outer walls, but the walls are solid; apparently the architect considered it to be some sort of artistic statement. The Gray House has passed through the hands of a number of Karrnathi nobles over the last three centuries. While the people of Ocean View generally distrust foreigners, the inhabitants of the Gray House are invariably charming and charismatic—and vampires. The Gray House has long been used as a safe house for undead associated with the Order of the Emerald Claw. The current lady of the house is Jesel Tarra’az. She spends most of her time tending to her “family investments,” but occasionally appears at evening galas or other after-dark events.

Top

Pinnacle

District Type: Temple district

Buildings: Temples (Sovereign Host, Silver Flame, Aureon, Balinor), shrines (Boldrei, Kol Korran), upscale lodging (5), average lodging (15), upscale food (15), average food (30), exotic trades (23), upscale trades (26), average trades (40), upscale services (40), average services (100), upscale residences (20), average residences (80)

First Impression: While not quite as impressive as the grand temples at Sovereign Towers, the churches and shrines of Pinnacle are dripping with precious metals and jewels. Appearance and opulence may be more important than faith to the congregations of Pinnacle.

Social Class: Middle class

The temples of Pinnacle serve more of a social function than a religious one. The priests are typically experts with no divine abilities. The primary duties of a Pinnacle priest are managing donations, ensuring that the people who pay the most get prominent seating during services, and performing formal (if ultimately meaningless) blessings at the parties and galas of the wealthy. The one exception is the Temple of Balinor; while it happens to have been built in Pinnacle, its priests are dedicated and its services draw the faithful from across Sharn.

Top

Silvergate

District Type: Fine shops

Buildings: Upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (120), upscale residences (80)

First Impression: The streets of the district are paved with silver stone, and gleam in the light of the everbright lanterns. Beautiful music wafts out of an expensive restaurant, and a young aristocrat examines a glamerweave cloak with a critical eye.

Social Class: Upper class

Silvergate provides an enormous range of goods aimed at the wealthiest citizens of Sharn. Expensive clothing, fine jewelry, exotic artwork, overpriced food, and pretentious wines are all part of the Silvergate experience. However, the district does contain a few truly luxurious inns, and a magic emporium—The Crystals of Denion—that buys and sells magic items of considerable value. Most of Denion’s goods are related to charm effects or enhancing Charisma. He also has a variety of extremely expensive magical art; while fascinating and beautiful, these have no practical value for adventurers. Items purchased in Silvergate are always of exceptional quality, but generally have a 5% markup on price. There are four different dining clubs in Silvergate, but they only accept members from wealthy families or dragonmarked houses.

Top

Sunrise

District Type: Average residences Buildings: Upscale residences (40), average residences (280), poor residences (40)

First Impression: The few mansions in this district are on the east side, where they get the best view of the sunrise over the cliffs. Most of the people in this neighborhood are successful, but not tremendously wealthy; they are the shopkeepers, hirelings, and servants who see to the needs of the rich and powerful inhabitants of the quarter.

Social Class: Middle class

Sunrise is a quiet, unremarkable district. It is exceptionally clean, and one of the safer places to live. However, inhabitants still have to comply with Tavick’s Laws, which can prove to be quite annoying for adventurers.

Top

Twelve Pillars

District Type: Professionals

Buildings: Temple (Sovereign Host), shrine (Silver Flame, Kol Korran), average lodging (15), upscale food (11), average food (25), exotic trades (11), upscale trades (15), average trades (40), upscale services (40), average services (80), upscale residences (40), average residences (80), other (2)

First Impression: A host of small businesses are interspersed with pleasant houses and a few manor towers. Barristers, architects, scribes, translators, and members of other skilled professions offer their services here, along with a few more exotic—and expensive—trades.

Social Class: Middle class

All work and no play means you have come to Twelve Pillars. The inhabitants of this district are seriousabout what they do, and are generally quite good at their trades. The exotic trades include a calligrapher; an importer of (legal) Riedran goods, notably sculptures; and a dealer in exotic cheeses. The district derives its name from the courthouse at its center, a structure surrounded by twelve massive pillars, each made from a different type of stone. Each pillar is topped with a statue of one of the Lord Mayors of Sharn. As the pillars are all filled, there has been some discussion as to how to honor the more recent mayors.

Twelve Pillars Courthouse: This is where people need to go to acquire licenses to carry weapons or use magic within Upper Tavick’s Landing. The primary clerk who deals with suspicious individuals is an old dwarf named Billan Tosh (LN male dwarf expert 9). Billan is an expert at spotting forgeries, and has Forgery +13, Sense Motive +14, Spot +14, and a Will save of +9. He also has a pair of spectacles that provide him with the benefitsofarcane sight, and if he detects any use of magic he triggers an alarm summoning guards—so the use of charm person might backfire. Billan is a low-level member of the Aurum, and the character’s relationship with the Aurum may affect their ability to acquire licenses; alternatively, he can offer to grant a request if the characters perform a service for the Aurum. Because of his Aurum connections, he proves difficult to bribe; he is well paid for his services.

The spymaster of the Zilargo embassy has an agent in the records department: Janesta Banton (N female gnome expert 4), a scribe and clerk. As a result, the gnomes can easily gain access to the many details people must provide to obtain a license.

Top

Middle Tavicks Landing

Population: 16,000

Social Class: Lower middle class

Character: An eclectic blend of businesses and residences catering to people from all levels of society.

Districts: Inns, marketplace, average residences (2), adventurer’s quarter, apartment homes, tavern district

Businesses: A wide range of trades and goods, ranging from magic and exotic adventuring gear in Deathsgate to livestock and produce in Tavick’s Market; gold piece limit: 35,000 gp

Key Personalities: Karr’Aashta (NE male human rogue 5/master inquisitive 2), Janus Besimir (N male human sorcerer 2/commoner 2), Lan Hazal (LN male human adept 18), Myssian (NE female human expert 5), Fara Lin Nessian (N female gnome magewright 8), “Redblade” Rraac (NE male half-orc barbarian 4/adept 1)

Middle Tavick’s Landing has something for everyone. It is a crossroads for travelers, traders, and explorers, and includes a host of inns, taverns, shops, and reasonably priced residences. With a few notable exceptions—namely, the Graywall district— the people of Middle Tavick’s Landing are generally friendly and welcoming toward outsiders, quite unlike their counterparts in the upper ward.

Top

{color:maroon}The Cogs

The towers of Sharn reach up to the sky. But its tunnels also stretch down into the earth. Far below the forgotten ruins of the Depths, these undercity warrens are known as the Cogs. The great furnaces and foundries of the Cogs form the industrial base of Sharn. The borders of the different Cogs “districts” are not as clearly defined as they are on the surface, but there are a few well-known (and often infamous) areas. Few people with any choice live in the Cogs. Those who work in the foundries usually find homes in Lower Dura or Lower Tavick’s landing, and Khyber’s Gate is the only place where there are actual homes to be found. In spite of this, the Cogs do support a population of a few thousand people. Criminals and fugitives hide from the law. Forbidden cults and other sinister organizations set up temporary residence in the Cogs to practice their dark rituals. But in addition to these individuals, a culture has developed in the sewer levels and the Depths above the Cogs over the course of centuries. These “cellar dwellers” live dangerous lives, scavenging the refuse of the world above and battling one another for territory. But they know the secrets of UnderSharn and the passages that lead to the forgotten ruins that litter the levels between the Lower-City and the Cogs.

Watch Detail: The Cogs has no Watch garrison; on the rare occasion that a City Watch patrol enters the Cogs, it comes from one of the districts above.

Top

{color:maroon}The Depths

The sewers are the bowels of Sharn. But there are older ruins that predate the great city. UnderSharn represents the remains of the great cities of old buried in the forgotten Depths between the Lower City and the Sewers and the Cogs far below. When Galifar I ordered Sharn to be rebuilt, all passages to the Depths were bound with iron and magic, and traffic between the surface and the ruins was forbidden. Still, there are many things that could draw adventurers down to the Depths. The simplest is greed. A great deal of treasure must still be hidden in the ruins of UnderSharn. In addition, a number of the dragonmarked houses had enclaves that were abandoned during the War of the Mark and lost when the city was destroyed; a dragonmarked lord could hire a party to recover relics from the past. The Depths, or UnderSharn, is in essence a series of dungeons. The surviving sections of the city are scattered throughout the underworld, and each one may be sealed in a different manner and hold different threats.

Top

{color:maroon}The City of the Dead*

The dead of Sharn are often cremated these days, but in the city’s youth (and still, to some extent, at least among the wealthy) they were more commonly entombed in mausoleums and crypts in the City of the Dead, high on the cliffs surrounding the city. These districts are nearly deserted in contrast to the bustling streets and towers of Sharn. Buildings are spread apart by hundreds of yards, and the only residents are caretakers, priests (not necessarily clerics) responsible for offering prayers to the ancestors of important families, and more necromancers than anyone would care to admit. The City of the Dead lies outside of the manifest zone linked to Syrania. Magic items, spells, and feats that take advantage of the manifest zone do not function in the City of the Dead.

Top

Establishments

Top

Entertainment

Music

Top

Performance Art

Top

Plays and Playwrights

Top


Main Page Selenaphobia

Sharn

Demand of Supply SqueeEGA