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CHAPTER 6: SHARN, CITY OF TOWERS

A
1¼^MJMMVPMZMI_MMSIVLQ\¼[[\QTTPIZLVW\\WJM LL OF THE THEMES OF THE SETTING

W^MZ_PMTUMLJa\PMKQ\a<PM\W_MZ[ZQ[M]X]V\QT are made manifest in the great


city of Sharn. It’s a place of
\PMaLQ[IXXMIZQV\W\PMKTW]L[4QOP\[OTMIUQVI
magic, with skycoaches circling
\PW][IVL_QVLW_[;SaKWIKPM[_WZS\PMQZ_Ia mile-high towers and mystic
\PZW]OP\PMUIbMWNJZQLOM[KWVVMK\QVO\PMUI[[Q^M forges toiling endlessly in the bowels. It’s a
\W_MZ[IVL]XIJW^M1KIV[MM\PMJ]ZVQVOZQVOWN place of adventure and intrigue. A fallen angel
IVMTMUMV\ITIQZ[PQX is gathering minions in the ruins below the
city. A gang war is unfolding in Callestan.
;\IZQVOQV\W\PM[Sa1VMIZTa_ITSQV\WIUI[[Q^M The corpse of a murdered nobleman has
_IZNWZOMLR]OOMZVI]\1\¼[UaÅZ[\\QUM[MMQVO just been discovered in his floating mansion.
WVM°J]\\PMZM¼[[WUIVa\PQVO[1¼^MVM^MZ[MMV A Cannith artificer is experimenting with a
QV\PQ[XTIKM)\I\\WWMLMTNPIOOTM[_Q\PIUI[SML planar gateway—and something is about to go
PITÆQVOIZO]QVOIJW]\\PMXZQKMWNTQbIZLUMI\) terribly wrong.
All of these adventures and a hundred more are
OIZOWaTM_I\KPM[NZWUIPQOPXMZKP1OI\PMZUa
waiting in the City of Towers.
[MV[M[IVLSMMXUW^QVO This chapter provides an overview of Sharn,
1\¼[VW\]V\QT1ZMIKP\PMTQN\\PI\1ZMITQbM°\PI\ with a host of story hooks to help you get started.
_IZNWZOML[\WTMUaX]Z[M For more information about the city and its
inhabitants, refer to the sources in the Appendix.

CHAPTER 6 | SHARN, CITY OF TOWERS 123

Sebastian Kimble (Order #15417015)


SHARN BACKGROUNDS ACOLYTE
Shrines and temples can be found across Sharn.
The City of Towers draws people from across the
world. What’s brought your character to Sharn? The Pavilion of the Host is Breland’s largest
Do you have deep roots in the city, or have you temple to the Sovereign Host, and the Cathedral
R][\[\MXXMLW‫\ٺ‬PMTQOP\VQVOZIQT' of the Cleansing Flame is the bastion of the Silver
Backgrounds provide a strong foundation Flame in Breland. Of course, Sharn’s churches
for building a story. If you’re a noble, are you are infamous for harboring corruption. Are you
tied to one of the founding families of Sharn, part of the local establishment, or have you come
or are you a scion of another nation visiting to Sharn from afar?
\PM+Q\aWN<W_MZ[NWZ\PMÅZ[\\QUM'1NaW]¼ZM
an entertainer, are loved in the upper wards or 1d4 ĐŽůLJƚĞ
a favorite in Sharn’s lowest dives? The tables 1 zŽƵ͛ǀĞĐŽŵĞƚŽ^ŚĂƌŶƚŽŝŶǀĞƐƟŐĂƚĞ
provide a range of ideas that can be used for PCs ĐŽƌƌƵƉƟŽŶŝŶLJŽƵƌĐŚƵƌĐŚ͘,ĂǀĞLJŽƵ
or NPCs with strong ties to Sharn; work out the ďĞĞŶƐĞŶƚďLJĂƵƚŚŽƌŝƟĞƐŝŶLJŽƵƌĨĂŝƚŚ͕
details with your DM. or are you driven by a divine vision?
2 zŽƵ͛ƌĞƟĞĚƚŽĂƐŵĂůůƚĞŵƉůĞŝŶŽŶĞŽĨ
the lower wards of Sharn. It’s poor and
ĚŝůĂƉŝĚĂƚĞĚ͕ďƵƚŝƚ͛ƐĂƚƌƵĞďĂƐƟŽŶŽĨ
your faith and doing good work for the
struggling people of the ward.
3 You’re here on a pilgrimage, seeking an
audience with the head of your faith
in Sharn… but the intermediaries have
demanded a small fortune to set up
ƚŚŝƐŵĞĞƟŶŐ͘
4 You’re a minor acolyte at one of the
major temples. It’s a maze of intrigue,
ŐƌĂŌ͕ĂŶĚƉŽůŝƟĐƐ͘zŽƵ͛ƌĞƉůĂLJŝŶŐƚŚĞ
game, working with a patron within the
church. Do you hope you can improve
things once you rise up in hierarchy? Or
are you only interested in power and
ŝŶŇƵĞŶĐĞ͍

124 CHAPTER 6 | SHARN BACKGROUNDS

Sebastian Kimble (Order #15417015)


CHARLATAN CRIMINAL
Whether you’re a grifter or a spy, there’s plenty Sharn is home to a number of powerful
of opportunities in Sharn. criminal organizations, and your background
gives a tie to one of them. Work with your DM
to decide which group you’re connected to, and
1d4 ŚĂƌůĂƚĂŶ
use this table to determine the nature of that
1 zŽƵ͛ƌĞĂĐŽŶĂƌƟƐƚĨƌŽŵƚŚĞůŽǁĞƌǁĂƌĚƐ͕ connection.
ďƵƚLJŽƵ͛ǀĞĞƐƚĂďůŝƐŚĞĚĂĨĂůƐĞŝĚĞŶƟƚLJĂƐ
an upper ward noble.
2 zŽƵ͛ǀĞĐƌĂŌĞĚƚŚĞŝĚĞŶƟƚLJŽĨĂƉƌŽƉŚĞƚ 1d4 ƌŝŵŝŶĂů
driven by holy visions. If you are a 1 You have family or friends in the
divine spellcaster, your actual faith may ŽƌŐĂŶŝnjĂƟŽŶ͕ďƵƚLJŽƵ͛ǀĞƐƟůůŐŽƚƚŽ
ďĞĞŶƟƌĞůLJĚŝīĞƌĞŶƚĨƌŽŵƚŚĞŽŶĞLJŽƵ prove yourself to the gang.
profess. 2 zŽƵƌĞƟƌĞĚĨƌŽŵƚŚĞĐƌŝŵŝŶĂůůŝĨĞůŽŶŐ
3 zŽƵ͛ǀĞĂĚŽƉƚĞĚƚŚĞŝĚĞŶƟƚLJŽĨĂƌĞĨƵŐĞĞ ĂŐŽ͘ƵƚLJŽƵƐƟůůŚĂǀĞĚĞĞƉƌŽŽƚƐǁŝƚŚ
from the war, but in fact you’re running ƚŚĞŽƌŐĂŶŝnjĂƟŽŶ͕ĂŶĚŶŽǁƚŚĞLJ͛ƌĞ
from an infamous past. Are you a war pulling you back in.
criminal? An agitator? A former spy 3 You’re secretly working for the City
hiding from your employers? Watch or a foreign crime agency, trying
4 zŽƵ͛ƌĞĂĐŽǀĞƌƚŽƉĞƌĂƟǀĞǁŽƌŬŝŶŐ to worm your way into the underworld
ĨŽƌĂŶŽƚŚĞƌŶĂƟŽŶ͕ŽƌĨŽƌĂƉŽǁĞƌĨƵů of Sharn.
agency (a dragonmarked house, the 4 You’re an independent agent working
ŝƚLJtĂƚĐŚ͕ĂĐƌŝŵŝŶĂůŽƌŐĂŶŝnjĂƟŽŶͿ͘ƌĞ with more than one of Sharn’s gangs.
you carrying out missions, or are you a While you value your freedom, if you’re
sleeper agent building a deep cover? not careful you could make enemies on
all sides.

CHAPTER 6 | SHARN BACKGROUNDS 125

Sebastian Kimble (Order #15417015)


ENTERTAINER FOLK HERO
)[IVMV\MZ\IQVMZaW]KIVÅVLIXTIKM\W As folk hero, you have your roots among the
perform anywhere in Sharn. But where are you common people. Where are you from, and who
recognized? Another thing to consider: House LWaW]ÅOP\NWZ'
Phiarlan and House Thuranni train and license
entertainers. Do you have a license with one of
1d4 &ŽůŬ,ĞƌŽ
the houses, or are you entirely independent?
1 You grew up in the lower wards. You
ĮŐŚƚƚŽƉƌŽƚĞĐƚLJŽƵƌƉĞŽƉůĞďŽƚŚĨƌŽŵ
1d4 Entertainer ƚŚĞĚĞƉƌĞĚĂƟŽŶƐŽĨŐĂŶŐƐĂŶĚĂďƵƐĞĂƚ
1 You’re a favorite in the toughest the hands of the wealthy.
taverns of the lower wards. The darker 2 You’re working to improve the image of
ƚŚĞĚŝǀĞ͕ƚŚĞďĞƩĞƌ͘ a marginalized minority group (goblins,
2 You’re an understudy at one of the changelings, warforged) in Sharn.
grand theaters in Upper Menthis. 3 You’re a refugee driven from your
3 You specialize in religious music and home by the war. You want to protect
performance. You will usually be other refugees, but you’re also an
welcomed at any temple of your faith. opponent of the monarchies that drove
4 zŽƵ͛ƌĞƉƌĞƐĞƌǀŝŶŐĂŶƵŶƵƐƵĂůĂƌƟƐƟĐ ƚŚĞŶĂƟŽŶƐŝŶƚŽǁĂƌ͘
ƚƌĂĚŝƟŽŶƚŚƌŽƵŐŚLJŽƵƌǁŽƌŬ͘zŽƵŚĂǀĞ 4 You’re celebrated for an amazing
an eccentric patron who’s driving you feat of heroism, which may have
ƚŽĞdžƉůŽƌĞƚŚĞƌŽŽƚƐŽĨƚŚŝƐƚƌĂĚŝƟŽŶ͘ happened in Sharn or during the war.
The problem is that you didn’t actually
do it. Can you live up to everyone’s
ĞdžƉĞĐƚĂƟŽŶƐĂŶĚďĞĐŽŵĞƚŚĞŚĞƌŽ
they believe you to be?

126 CHAPTER
HAPTER 6 | SHARN BACKGROUNDS

Sebastian Kimble (Order #15417015)


GUILD ARTISAN HERMIT
There’s always work for a talented individual As a hermit, you spent a considerable time in
in Sharn. Masons work on the towers. Smiths seclusion before making a discovery that drew
hammer away in the cogs. Bakers and brewers you back to the world. Were you isolated in
tend to the endless appetites of the common folk. Sharn, or did you discover something that’s
The largest guilds are tied to the dragonmarked drawn you to the City of Towers?
houses. The Fabricator’s Guild of House Cannith
deals with manufacturing trades, while the
1d4 ,Ğƌŵŝƚ
Hosterler’s Guild of House Ghallanda covers
inns, taverns, and restaurants. Are you part of 1 zŽƵƐƉĞŶƚƚŚĞůĂƐƚƚĞŶLJĞĂƌƐŵĞĚŝƚĂƟŶŐ
one of these international guilds, or tied to a on a pillar on one of the highest points
smaller local organization? ŝŶ^ŚĂƌŶ͘ƌĞĐĞŶƚƌĞǀĞůĂƟŽŶŚĂƐ
brought you down from your perch;
what is your quest? Over the course of
1d4 'ƵŝůĚƌƟƐĂŶ LJŽƵƌŝƐŽůĂƟŽŶLJŽƵďĞĐĂŵĞƐŽŵĞƚŚŝŶŐ
1 You’re a young prodigy. You’ve just ŽĨĂƚŽƵƌŝƐƚĂƩƌĂĐƟŽŶ͖ĂŐŶŽŵĞ
joined the guild, but your comrades are merchant used to sell plaster statues
amazed at your early talent and push of you on your pillar.
LJŽƵƚŽĞdžĐĞů͘ 2 You spent your life in a hidden
2 tŚŝůĞLJŽƵ͛ǀĞƐƟůůŐŽƚLJŽƵƌŐƵŝůĚƟĞƐ͕ monastery in Sharn. Did the master of
LJŽƵƌĞƟƌĞĚĨƌŽŵƚŚĞďƵƐŝŶĞƐƐƐŽŵĞ your order send you out on a mission?
years ago. You hate the newfangled Or are you the lone survivor of an
techniques the kids are using today. ĂƩĂĐŬƚŚĂƚĚĞƐƚƌŽLJĞĚLJŽƵƌŵŽŶĂƐƚĞƌLJ͍
3 You’re a respected member of one 3 You were the lone survivor of an
of the dragonmarked guilds, but airship crash and spent years in a
you’re concerned about the policies ƌĞŵŽƚĞůŽĐĂƟŽŶƵŶƟůLJŽƵǁĞƌĞĨŽƵŶĚ͘
ŽĨƚŚĞŚŽƵƐĞĂŶĚƚŚĞĚŝƌĞĐƟŽŶŽĨŝƚƐ /ŶƚŚĂƚƟŵĞ͕LJŽƵĞdžƉĞƌŝĞŶĐĞĚĂ
leadership. ƌĞŵĂƌŬĂďůĞƌĞǀĞůĂƟŽŶ͘ŝĚLJŽƵŚĂǀĞĂ
4 You’re a member of a small alliance of ƌĞůŝŐŝŽƵƐĞdžƉĞƌŝĞŶĐĞ͕ŽƌĚŝĚLJŽƵŚĂǀĞ
ŝŶĚĞƉĞŶĚĞŶƚĂƌƟƐĂŶƐ͘zŽƵ͛ƌĞĮŐŚƟŶŐ an arcane insight into the workings of
ƚŽŬĞĞƉLJŽƵƌĐŽůůĞĐƟǀĞĨƌŽŵďĞŝŶŐ the universe?
crushed by the dragonmarked houses. 4 You’re a librarian. You’ve spent your
ĞŶƟƌĞůŝĨĞŝŶƚŚĞůĂďLJƌŝŶƚŚŽĨŬƐ
below Morgrave University. A few
weeks ago you stumbled on a secret
buried in the vaults—something so big
that it’s driven you from your beloved
books and into a life of adventure. Is it
a fragment of the Draconic Prophecy?
ĐŽŵƉůĞdžƉƵnjnjůĞůĞĂĚŝŶŐƚŽĂŶĂŶĐŝĞŶƚ
treasure?

CHAPTER 6 | SHARN BACKGROUNDS 127

Sebastian Kimble (Order #15417015)


NOBLE OUTLANDER
Are you part of one of the noble families of You are unfamiliar with the ways of civilization.
Sharn, or you a scion of a distant line? If you So what’s drawn you to the greatest city in
have your roots in Sharn, you likely have a family Khorvaire? Are you dazzled by the wonders of
estate in an upper ward. However, being so close ;PIZVWZLWaW]ÅVL\PMKQ\a\WJMLQ[\]ZJQVO
to your family means that you’ll have to deal and unnatural?
_Q\P\PMQZLMUIVL[IVLM`XMK\I\QWV[°IVLaW]Z
actions could tarnish your family’s reputation.
1d4 KƵƚůĂŶĚĞƌ
1 You were born in the ruins of Fallen and
1d4 EŽďůĞ ŐƌĞǁƵƉĨĞƌĂůŝŶ^ŚĂƌŶ͕ŚƵŶƟŶŐŝŶƚŚĞ
1 You’re ashamed of your family. Were ĐŽŐƐĂŶĚƐĞǁĞƌƐ͘tŚĂƚĮŶĂůůLJĚƌĞǁLJŽƵ
ƚŚĞLJǁĂƌƉƌŽĮƚĞĞƌƐ͍ƌĞƚŚĞLJƚĂŬŝŶŐ ŽƵƚŝŶƚŽĐŝǀŝůŝnjĂƟŽŶ͍
advantage of refugees? Whatever the 2 You served as a mercenary scout in the
cause, despite being an heir to wealth Last War and followed your comrades
and power, you’re currently keeping to Sharn in the wake of the war.
your lineage a secret. 3 You were brought to Sharn as a
2 You’re a local celebrity. You delight ĐƵƌŝŽƐŝƚLJ͘zŽƵǁĞƌĞĞdžŚŝďŝƚĞĚŝŶƚŚĞ
in slumming in the lower wards, but ƵƉƉĞƌǁĂƌĚƐĨŽƌĂƟŵĞƵŶƟůƉĞŽƉůĞ
wherever you go in Sharn, gossip is ŐƌĞǁƟƌĞĚŽĨLJŽƵ͘
sure to follow. 4 zŽƵĂƌĞĂŶĞdžŝůĞĨƌŽŵLJŽƵƌŚŽŵĞůĂŶĚ͘
3 Your family is involved in a long-term Did you commit a terrible crime? Was
plot to overthrow the monarch of your your tribe wiped out in a feud? Are you
ŚŽŵĞůĂŶĚ͘zŽƵƌũŽďŝƐƚŽĮŶĚĐĂƉĂďůĞ following a divine vision?
comrades to help you with your quest
and to gain the support of other
powerful people.
4 tŚŝůĞLJŽƵĂƌĞƐƟůůƌĞĐŽŐŶŝnjĞĚĂƐĂ
noble, your lands were lost in the war
ĂŶĚLJŽƵƌƟƚůĞŝƐĂůůďƵƚŵĞĂŶŝŶŐůĞƐƐ͘
ĂŶLJŽƵĮŶĚĂǁĂLJƚŽƌĞŐĂŝŶLJŽƵƌ
birthright?

128 CHAPTER 6 | SHARN BACKGROUNDS

Sebastian Kimble (Order #15417015)


SAGE SAILOR
You’re well versed in history and arcane Sharn is one of the most important ports in
lore, and you have a gift for uncovering the Eberron. It’s the gate to the Thunder Sea, and
information you need. What is it that drives your ships come in from across Eberron. Are you a
pursuit of knowledge? local, or did you come to Sharn on a Lhazaar
vessel or an Aereni galleon?
1d4 Sage
1 You’re an untenured researcher at 1d4 ^ĂŝůŽƌ
Morgrave University. You’re fascinated 1 zŽƵ͛ǀĞŐŽƚĚĞĞƉƟĞƐŝŶ^ŚĂƌŶ͘zŽƵƌ
by history, and you’re desperate to family owns a ship, and you’ve
delve into actual ruins. ƐƉĞŶƚĂƐŵƵĐŚƟŵĞŽŶƚŚĞǁĂƚĞƌĂƐ
2 People think you’re crazy. Yes, you you have on land. Are your people
ŚĂǀĞĂůŽƚŽĨƵŶŽƌƚŚŽĚŽdžƚŚĞŽƌŝĞƐ͘ ŵĞƌĐŚĂŶƚƐ͍džƉůŽƌĞƌƐ͍KƌƉƌŝǀĂƚĞĞƌƐ͍
You’re certain that hidden dragons 2 Your family works the docks in Sharn.
ĂŶĚĚŝƐŐƵŝƐĞĚĮĞŶĚƐĂƌĞŵĂŶŝƉƵůĂƟŶŐ You know everything there is to know
governments and that the Mourning about ships, and you know half of the
was an inside job. And sure, maybe captains who pass through the port,
LJŽƵƌ͞ůŝďƌĂƌLJ͟ŝƐĂĐŽůůĞĐƟŽŶŽĨƌŽƫŶŐ but you’ve never had the chance to
books and old issues of the Sharn take to the open sea.
/ŶƋƵŝƐŝƟǀĞƉĂƐƚĞĚŽŶƚŚĞǁĂůůƐŽĨĂ 3 When you were a child, you served as
burnt-out bookstore. But what if you’re ĂĚĞĐŬŚĂŶĚŽŶĂƐŚŝƉƚŚĂƚĞdžƉůŽƌĞĚ
right? Hmm? the coast of Xen’drik. You saw many
3 You’re with the press. You’re a wondrous things… including a secret
freelance chronicler for the Sharn ůŽĐĂƟŽŶLJŽƵ͛ǀĞŶĞǀĞƌĨŽƌŐŽƩĞŶ͘EŽǁ
/ŶƋƵŝƐŝƟǀĞ͕ĂůǁĂLJƐŽŶƚŚĞůŽŽŬŽƵƚĨŽƌ you’re a capable adventurer in your
breaking news. You know your history own right. Someday you’ll lead a ship
and you know how to research a story. ďĂĐŬƚŽƚŚĂƚĨŽƌŐŽƩĞŶĐŽǀĞ͊
But if you want to make headlines, you 4 You’re an infamous pirate. You never
need to be on the scene for something harmed a Brelish vessel, but you were
big. the terror of the Thunder Sea, raiding
4 zŽƵ͛ƌĞŽŶƚŚĞĐƵƫŶŐĞĚŐĞŽĨĂƌĐĂŶĞ merchants and smugglers alike. At
ƚŚĞŽƌLJ͘,ŽƵƐĞĂŶŶŝƚŚ͕ƌĐĂŶŝdžͶ ůĞĂƐƚ͕LJŽƵǁĞƌĞ͙ƵŶƟůLJŽƵƌĐƌĞǁ
they’re all idiots. You’re on on the ŵƵƟŶŝĞĚ͕ůĞĂǀŝŶŐLJŽƵŚƵŵŝůŝĂƚĞĚĂŶĚ
verge of a major discovery (The stranded in Sharn. But you are sure
cause of the Mourning? The nature ŶĞǁĨŽƌƚƵŶĞůŝĞƐũƵƐƚĂŚĞĂĚ͊
of warforged souls? Establishing
ĂĐŽŶŶĞĐƟŽŶƚŽŶĞǁƌĞĂůŵƐŽĨ
ĞdžŝƐƚĞŶĐĞ͍ͿďƵƚƚŚĞƉŝĞĐĞƐLJŽƵŶĞĞĚ
are out there in the world.

CHAPTER 6 | SHARN BACKGROUNDS 129

Sebastian Kimble (Order #15417015)


SOLDIER URCHIN
The echoes of the Last War can still be heard The lower wards of Sharn are riddled with
across Khorvaire. Many player characters may XW^MZ\aAW]PIL\WÅVLaW]ZW_VXI\PQV
have served in the Last War, but your Military the harsh city. Are you an orphan, or were
Rank feature means that you still have clout from you scavenging to help ailing parents or needy
aW]Z[MZ^QKM,QLaW]ÅOP\NWZ*ZMTIVLWZLQL siblings? Are you still young, or is your time as an
you serve in a foreign army? urchin a thing of the past?
1d4 hƌĐŚŝŶ
1d4 ^ŽůĚŝĞƌ 1 You grew up on the streets of Lower
1 The war is never over. You know ƵƌĂ͘zŽƵŚĂĚƚŽĮŶĚŽƌƐƚĞĂůƚŚĞ
LJŽƵƌĞŶĞŵŝĞƐĂƌĞƐƟůůƉůŽƫŶŐ͕ĂŶĚ things you needed to survive. You
you’re going to do whatever it takes don’t trust anyone or anything…
ƚŽƉƌŽƚĞĐƚLJŽƵƌŶĂƟŽŶ͘/ĨLJŽƵ͛ƌĞŶŽƚ ĞdžĐĞƉƚƚŚĞĨĞǁĨƌŝĞŶĚƐLJŽƵ͛ǀĞŵĂĚĞ
from Breland, that means serving the over the years. You’d do anything
ŝŶƚĞƌĞƐƚƐŽĨLJŽƵƌŶĂƟŽŶŝŶ^ŚĂƌŶͶ for your friends—even become an
whatever those may be. adventurer.
2 You’re an old soldier: you served with 2 As an orphan, you were recruited by
ĚŝƐƟŶĐƟŽŶĂŶĚƌĞƟƌĞĚǁŝƚŚŚŽŶŽƌ a gang of thieves. The rest of your
decades ago. You’ve got an endless crew was wiped out in a brutal gang
supply of stories of your heroic deeds. war, and now you’re looking for a
/ƚ͛ƐďĞĞŶĂůŽŶŐƟŵĞƐŝŶĐĞLJŽƵ͛ǀĞ new team.
been in combat and your skills are a 3 You grew up crawling the walls,
ůŝƩůĞƌƵƐƚLJ͘ƵƚLJŽƵ͛ƌĞƐƵƌĞƚŚĂƚŝĨLJŽƵ ĂŶĚLJŽƵŬŶŽǁƚŚĞĐŝƚLJďĞƩĞƌƚŚĂŶ
pick up a sword, it will all come back anyone. The world’s a ugly place,
to you soon enough. but there’s a lot of wonders in these
3 zŽƵ͛ƌĞĂŶŽĸĐĞƌŽĨƚŚĞLJƌĂŶĂƌŵLJ͘ towers… and you’re happy to share
You once held a fairly high rank, but those secrets with your friends.
LJŽƵƌŶĂƟŽŶŝƐĚĞƐƚƌŽLJĞĚĂŶĚLJŽƵƌ 4 You’re a refugee. You were put in the
ƐŽůĚŝĞƌƐƐĐĂƩĞƌĞĚ͘ŽLJŽƵƐƟůůĨĞĞů camp in High Walls, but no walls can
bound to protect your people, are you hold you. Sharn itself is an adventure,
only looking out for yourself? and you’re dealing with the horrors
4 zŽƵƌƟĞƐĂƌĞŶ͛ƚƚŽƚŚĞƚƌĂĚŝƟŽŶĂů ŽĨLJŽƵƌƉĂƐƚďLJĞdžƉůŽƌŝŶŐLJŽƵƌŶĞǁ
military; they’re to the Sharn Watch. home.
You were forced out of the Watch by a
ŐƌŽƵƉŽĨĐŽƌƌƵƉƚŽĸĐĞƌƐ͘zŽƵƐƟůůŚĂǀĞ
friends among the guards, but there’s
a lot of bad apples in the barrel. Do
you want to clean up the Watch, or
ĂƌĞLJŽƵĐŽŶƚĞŶƚƚŽĞŶĨŽƌĐĞũƵƐƟĐĞŽŶ
your own?

130 CHAPTER 6 | THE SHAPE OF SHARN

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THE SHAPE OF SHARN
Sharn stands above the Dagger River. It’s an
important port for anyone dealing with Aerenal,
Xen’drik, or Sarlona. Mountains line the shores
?PMVaW]TQ^MWV\PMQV[QLMTW_aW]VM^MZ[MM\PM WN\PM,IOOMZIVL;PIZVKIV¼\[XZMILW]\°[W
[]V8MWXTMPMIZ»\W_MZ[¼\PMa\PQVSWNOZIKMN]T instead it’s grown ever upward.
TQ\\TM[XQZM[\PM[WZ\WN\PQVOaW][MMXWSQVO]XQV ;PIZVQ[JZWSMVQV\WÅ^M¹Y]IZ\MZ[º"+MV\ZIT
\PMKWZVMZWNaW]ZTWZL¼[SMMX?M¼^MOW\\PW[MIVL Plateau, Dura, Menthis Plateau, Northedge, and
TW\[WN»MU*]\\PMNW]VLI\QWVWN\PMKQ\aQ[\PM Tavick’s Landing. Each of these quarters is a hub
KWZM\W_MZ[<PM_ITT[WN\PM[M\W_MZ[IZM[W\PQKS of massive core towers. A web of bridges and
platforms connects these vast spires, and a host
aW]KW]TLÅ\aW]ZTWZL¼[MV\QZMKI[\TMQVWVM of smaller turrets sprout from the edges of the
AW]¼^MOW\aW]ZW]\[QLMLQ[\ZQK\[_PMZMaW]OM\\PM core towers. The district of Skyway ÆWI\[IJW^M
WXMVIQZJ]QT\WV\PMJZQLOM[IVLXTI\NWZU[\PI\ the highest towers, while the tunnels of the Cogs
KWVVMK\\PMKWZM\W_MZ[\WOM\PMZAW]¼^MOW\\PM stretch out below the lower city.
Sharn is a vertical city, and height is a simple
TQ\\TM\]ZZM\[J]QT\WV\PMKWZM\W_MZ_ITT[IVL\PM
indicator of status and wealth. Each quarter
JZQLOM[JM\_MMVAW]¼^MOW\\PMNWTSQV\PMUQLLTM is roughly divided into three levels, and the
_PWTQ^MIVL_WZSQV\PM_ITT[\PMU[MT^M[)VL KWUJQVI\QWVWNY]IZ\MZIVLTM^MTLMÅVM[I
\PMVaW]¼^MOW\\PW[MWN][WV\PMQV[QLMW]Z ward. Thus, wards include Lower Dura, Upper
LQ[\ZQK\[MV\QZMTaKWV\IQVMLQV\PMPWTTW__MTTWN Central, and Middle Menthis. This distinction
IOZMI\\W_MZAW]TWWS]XQV+ITTM[\IVaW][MM gives a general sense of the tone of a ward.
• Upper wards are home to the wealthy
\_QVSTQVOTQOP\[\WJM[]ZM*]\\PW[MIZMV¼\[\IZ[
IVLXW_MZN]T0MZMaW]¼TTÅVL\PMÅVM[\
IVL\PI\Q[V¼\\PM[SaAW]¼ZMTWWSQVO]X\PZW]OP goods and the most expensive services. The
IUQTMWNJZQLOM[IVLXTI\NWZU[KZW[[QVO\PM_MTT typical quality of meals and inns is wealthy
TWWSQVO]XI\\PMLQ[\ZQK\[IJW^MaW] or aristocratic, and rough adventurers may
be treated with suspicion. Violence is rare;
AW]TQ^M]XPQOPaW]KIV\W]KP\PM[Sa1V\PM
the City Watch is active in these areas, and
UQLLTMaW]KIV[\QTT[MM\PM[]V,W_VWV\PM if they’re corrupt, they’re at least taking
QV[QLMTW_ITT_MPI^MQ[OTWWUIVL\PMKWV[\IV\ bribes from people richer than you.
LZQX_I\MZIVL_WZ[MÆW_QVONZWULW_VNZWU\PM • Middle wards are home to the middle
[\ZMM\[IJW^M][ KTI[[M[0MZMaW]¼TTÅVLJ][\TQVOUIZSM\[
Sharn is the largest city in Khorvaire, with a and taverns, along with a wide range of
permanent population of approximately 210,000 entertainment and housing. Services range
people. Humans make up about a third of that from modest to comfortable, with a few
number, and dwarves are a sixth of it; the rest wealthy-grade options tucked away. The
is a blend of every race found across Khorvaire. City Watch has a presence, but not as
0ITÆQVO[MT^M[IVLOVWUM[PI^MI[QOVQÅKIV\ strong as in the upper districts.
presence in the city, but even kalashtar and • Lower wards house the hard-working
changelings have communities in Sharn. Beyond laborers, but they’re also home to the
the permanent population, tens of thousands of LM[\Q\]\MIVL\PMLM[XMZI\M°ZMN]OMM[
people pass through Sharn every day. Refugees who’ve lost everything in the war, orphans
NZWU\PM_IZ[\QTTÅVL\PMQZ_Ia\W;PIZVITWVO and urchins who never had anything to
with tourists, spies, merchants, and people begin with. Modest services can be found,
PWXQVO\WÅVL\PMQZNWZ\]VMQV\PMOZIVLM[\KQ\aQV but overall the lower districts are squalid
Eberron. IVLXWWZ#I^Q[Q\WZQVÅVMKTW\PM[UQOP\
attract unwanted attention. The City

CHAPTER 6 | THE SHAPE OF SHARN 131

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Watch pays little attention to the lower ^»ù‘ʃ‘«›Ý
districts, making them a haven for criminals 6N\FRDFKHVDUHVPDOOÁ\LQJYHVVHOV7KH\
and gangs. come in a wide range of shapes and sizes.
This is a broad stereotype that doesn’t apply to A typical air taxi might resemble a rowboat,
all wards. Dura is a particularly poor quarter, while a touring vessel could be the size of
IVL=XXMZ,]ZIQ[M‫ٺ‬MK\Q^MTaIUQLLTM_IZL# a longship and have an enclosed cabin for
guests.
meanwhile, Central is a center of wealth and
8QOLNHDLUVKLSVVN\FRDFKHVGRQ·WPDNH
XW_MZIVL4W_MZ+MV\ZITQ[IT[WM‫ٺ‬MK\Q^MTaI
use of bound elementals. Sharn is located in
middle ward. a manifest zone that enhances magics tied
Each ward is further subdivided into districts, WRÁLJKWDQGOHYLWDWLRQDQGWKLVLVZKDWPDNHV
VMQOPJWZPWWL[LMÅVMLJaIVMKWVWUQKZWTMI both skycoaches and the towers themselves
[XMKQÅKKWUU]VQ\aWZJW\P4W_MZ6WZ\PMLOM possible. If a skycoach is taken more than a
includes the districts of Stonegard, Longstairs, mile away from Sharn, its enchantments will
and North Market. Lower Dura includes seven fail and it will crash.
distinct districts. This book doesn’t delve deeply House Lyrandar maintains and licenses
into unique features of each district; the broad most of the skycoaches in Sharn, but you
ÆI^WZWNI_IZLQ[MVW]OP\WLZQ^MIVIL^MV\]ZM GRQ·WKDYHWRKDYHWKH0DUNRI6WRUPV
to pilot an skycoach. It does require
If you’d like to know more about the districts of
VSHFLDOL]HGWUDLQLQJ³DWRROSURÀFLHQF\ZLWK
Sharn—along with more information about its
DLUYHKLFOHV³VRLI\RX·UHSODQQLQJWRVWHDODQ
many factions, plots, and locations—refer to the DLUVKLS\RX·OOQHHGWRPDNHVXUH\RX·YHJRW
sources presented in the Appendix. someone who can pilot it.

GETTING AROUND Traveling from district to district involves


Sharn is an enormous city and traveling from lots of bridges and ramps, along with magic
one side to the other can be quite an ordeal. As a TQN\[¸^I[\ÆWI\QVOLQ[S[\PI\[TW_TaI[KMVLIVL
ZW]OPO]QLMTQVM° descend along threads of mystical energy. Lifts
• It takes up to 30 minutes to move around are designed to move cargo and can be up to 30
within a particular ward. feet in diameter. Most lifts have rails but aren’t
N]TTaMVKTW[ML#_PMVÅOP\QVOWVITQN\X][PQVO
• If you’re traveling between wards, add 30 [WUMWVMW‫\ٺ‬PMMLOMQ[IT_Ia[IXW[[QJQTQ\a
minutes for each ward you pass through. Should this happen to you, the section on falling
• Dura and Tavick’s Landing are especially later in this chapter may prove useful!
large; double the time to move through one There are many ways to speed up travel
of these quarters. in Sharn. House Orien manages a system of
So traveling from Lower Menthis to Upper coaches; taking an Orien coach cuts travel
Central involves passing through three wards time in half and costs 2 CP per ward travelled.
(Lower Menthis to Lower Central, then Flight is the prefered way to get through Sharn,
ascending two levels) and can take up to 90 cutting travel down to a sixth of the usual time
minutes. If you want to add a little color to your (5 minutes per ward). It’s also more expensive:
travels, you can roll on the Street Encounters 2 SP per ward involved. The most common
tables when you pass through a district. The NWZUWNÆQOP\Q[\PM[SaKWIKPJ]\UIVaÆaQVO
Central quarter is only connected to Northedge mounts can also be encountered in Sharn:
and Menthis, and there’s no bridges between PQXXWOZQ‫[ٺ‬OZQ‫ٺ‬WV[OTQLM_QVO[I[UITT<ITMV\IV
Dura and Northedge. pteranodon), and giant owls can all be found
around the city.

132 CHAPTER 6 | THE SHAPE OF SHARN

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CHAPTER 6 | CENTRAL PLATEAU QUARTER 133

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CENTRAL PLATEAU QUARTER
houses. Rounding things out, the district of
Sovereign Towers is home to Sharn’s greatest
The power and wealth of Sharn are concentrated monuments of faith, including the Pavilion of
in the Central Plateau. It’s the safest place in the Host (Sovereign Host) and the Cathedral of
the city, combining the most capable units the Cleansing Flame (Silver Flame). While it’s a
of the City Watch with the headquarters of middle ward, services are comfortable to wealthy
Sharn’s elite forces. Whether you’re looking to in quality.
deal with powerful merchants, city councilors,

LOWER CENTRAL
dragonmarked barons, or the ambassadors of
other nations, Central Plateau is a place where
deals are made and gold changes hands. This district is peaceful and largely residential;
it’s the safest and most pleasant of the lower
wards. Services are largely comfortable in quality,
UPPER CENTRAL and the Sharn Watch is plentiful and well paid.
*W\POWTLIVLXW_MZÆW_LW_VNZWU=XXMZ

THINGS TO DO IN CENTRAL PLATEAU


Central. The Council Hall is the seat of city
government, while the Korranath—the grand
temple of Kol Korran—is the heart of Sharn’s Attend an Auction. The Aurora Gallery
ÅVIVKQITLQ[\ZQK\IVL\PMTWKI\QWVWN0W][M =XXMZ+MV\ZITQ[\PMÅVM[\I]K\QWVPW][MQV
3]VLIZIS¼[TIZOM[\JIVS°ITWVO_Q\P\PM Sharn and specializes in auctions of exotic magic
legendary Kundarak Vaults. Upper Central items and relics from Xen’drik. You never know
houses the mansions and estates of powerful what’s going to be available—or who will be
nobles, along with businesses that cater to them. bidding against you.
Between the Sharn Watch and private security Plan a Heist. Rob the Kundarak Bank of
forces, this is a bad place to start trouble, and Sharn (Upper Central) or the Brelish Museum of
player characters who appear suspicious may be Fine Art (Middle Central).
challenged by guards. Go to Jail. The Citadel in Middle Central is
also Sharn’s high-security prison.
Pray. The primary temples of the Sovereign
MIDDLE CENTRAL Host and the Silver Flame are located in Middle
A center for intrigue and espionage. The +MV\ZITITWVO_Q\PIPW[\WN[PZQVM[\W[XMKQÅK
district of Ambassador Towers includes Sovereigns and lesser faiths. Take part in a
embassies and consulates from the Thronehold festival or drop in for some spiritual guidance!
Nations, along with Aerenal and Sarlona. Espionage! Whether you work for your
Ambassador Towers is also home to the King’s nation or get entangled in the schemes of the
Citadel, headquarters of Brelish intelligence. dragonmarked houses, there’s a lot of powerful
Across the ward, the district of Dragon Towers people in Middle Central with a use for capable
holds the primary enclaves of the dragonmarked agents.

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DURA QUARTER
QV\PM_IZL#\PQ[WTLQVV_I[\PMÅZ[\/PITTIVLI
enclave in Sharn, and it also has modest and
Sharn began with Dura, but the city has left poor rooms for the common folk of Dura.
it behind. Dura is the oldest quarter of Sharn,

LOWER DURA
and many consider it to be a blight on the
City of Towers. There are cracks in the stones
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQ‫[ٺ‬QLMIVL\PMLWKS[WN;PIZV<PM;PIZV
poverty and crime, and overall, it’s the most Watch maintains an active presence in Precarious,
dangerous section of the city. But it also holds securing passage to the docks and watching the
WXXWZ\]VQ\QM[aW]KIV¼\ÅVLIVa_PMZMMT[M° many warehouses. The rest of Lower Dura has
and if you’re looking for smuggled goods or a been left to rot. Ignored by the Watch, it is the
place to lay low, head to Dura. domain of gangs and crimelords. The district
of Fallen is a haunted ruin; this temple district
_I[IJIVLWVMLIN\MZIÆWI\QVO\W_MZKWTTIX[ML
UPPER DURA onto it. Malleon’s Gate is home to the goblins of
This ward is full of life, home to talented artisans Sharn, along with other monstrous immigrants
and successful merchants. There’s a seedy from Droaam and Darguun. Callestan is a center
edge to Upper Dura, and in general it has the for criminal activity.
qualities of a middle ward. But it’s a place that

THINGS TO DO IN DURA
_MTKWUM[ITTUIVVMZWN[][XQKQW][K][\WUMZ[°
_PQKPUISM[Q\IPI^MVNWZIL^MV\]ZMZ[+TQ‫\ٺ‬WX
is a home away from home for explorers and Talk About the Race. The inhabitants of Dura
mercenaries. The Sharn Watch maintains a are devoted to the Race of Eight Winds and are
fortress garrison in Daggerwatch. The Highhold always willing to discuss the latest news.
district is an upscale dwarven neighborhood; Gamble. Legal gambling is heavily taxed and
it’s said that the strongest spirits in Sharn are limited in its scope. Dura is home to a wide range
served at Morragin’s Tavern. Hope’s Peak is WN[PILQMZIVLUWZMXZWÅ\IJTMOIUM[
a temple district, notable for the Citadel of the Go Shopping. If you’re looking for expensive
Sun. Dedicated to Dol Arrah, this church is goods shop elsewhere. But the Bazaar of Middle
considered to be a true bastion of light. Finally, Dura is an excellent source for M`W\QKOWWL[°
the Overlook district is home to most of the TMOITWZW\PMZ_Q[M+TQ‫\ٺ‬WXKI\MZ[\WIL^MV\]ZMZ[
kalashtar in Sharn. and has a reasonable selection of magical goods.
A Little Crime. Looking for a fence? Need
\WÅVLI[U]OOTMZWZIVI[[I[[QV',WaW]_IV\
MIDDLE DURA to set up a meeting with a Boromar lieutenant?
Middle Dura caters to the working class of Sharn. Lower Dura is the nexus for criminal activities
It’s inns and taverns are modest in price, but in Sharn.
there’s gold among the dross. The Bazaar is the ;]‫ٺ‬MZ)<MZZQJTM)KKQLMV\The Sharn
largest commercial district in Sharn, though it’s Watch ignores Lower Dura, and even in the
certainly shadier than the other major markets higher wards they’re spread thin. There are even
in the city. Middle Dura is home to a host of stories of dragonmarked houses and mad wizards
inns and taverns. The King of Fire is a popular conducting dangerous experiments in Lower
tavern and reputable gambling establishment. ,]ZI°_PW¼[OWQVO\W[\WX\PMU'
Ghallanda Hall has the only comfortable rooms

CHAPTER 6 | DURA QUARTER 135

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MENTHIS PLATEAU QUARTER
that said, the people of Middle Menthis are
law-abiding folk; if you’re looking for spellcasters
The hub of Sharn’s entertainment industry and to help you with illegal activities or want to sell
home to Breland’s largest university, Menthis stolen artifacts, you should turn to Lower Dura.
Plateau is one of the most diverse quarters in

LOWER MENTHIS
Sharn. Whether you’re looking for classical
\PMI\MZIÅVMJWWS[\WZMWZIVQTTMOITÅOP\QVO
ZQVO5MV\PQ[PI[[WUM\PQVO\WW‫ٺ‬MZ Providing cheap entertainment to the masses,
4W_MZ5MV\PQ[Q[KZW_LML1\¼[ÅTTML_Q\P[SM\KPa
taverns and theaters ranging from the innocent to
UPPER MENTHIS the risque. There are gambling halls, brothels, and
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\WNW]ZWN\PMÅVM[\\PMI\MZ[QV*ZMTIVL"<PM 5MV\PQ[Q[IT[WPWUM\W\PM*]ZVQVO:QVOIÅOP\
cutting-edge Art Temple, colorful Khavish club where spectators bet on amateur gladiators.
Theater, traditional Grand Stage, and the open- Technically illegal, the Burning Ring moves
air Stargazer Theater, along with the Kavarrah around the ward. Competitors are armed but
Concert Hall. It’s the location of Morgrave unarmored; matches continue until a contestant
University. It includes upscale shops with a focus yields, but fatalities do happen.
WVÅVMNWWLIVLNI[PQWV#\PMUW[\ZMUIZSIJTM

THINGS TO DO IN MENTHIS PLATEAU


OTIUMZ_MI^M in Sharn can be found in Den’iyas,
a gnome district known as “Little Zilargo.”
Adventurers who visit Den’iyas should be careful Consult a Sage. Morgrave University may not
not to get involved in the many intrigues and feuds JM\PMÅVM[\QV[\Q\]\MWNTMIZVQVOQV3PWZ^IQZMJ]\
that play out between the gnome residents. Q\¼[\PMJM[\;PIZVPI[\WW‫ٺ‬MZ?PM\PMZaW]_IV\
to conduct your own research in the library or to
ÅVLI[XMKQITQ[\QVOWJTQVPQ[\WZaWZ\PM\PMWZaWN
MIDDLE MENTHIS manifest zones, Morgrave is your best option.
This ward is the most diverse in Sharn, and Show Business. Menthis has a host of
includes communities drawn from across performance venues, from the Grand Stage to the
Khorvaire. The Little Plains district draws many taverns of Lower Menthis. Spontaneous
PITÆQVOQUUQOZIV\[NZWU\PM<ITMV\I8TIQV[ street performances are common throughout the
Cassan Bridge PI[I[QOVQÅKIV\XWX]TI\QWVWN quarter. In addition to enjoying the entertainment,
orcs and half-orcs from the Shadow Marches. aW]KW]TLIT_Ia[\Za\WÅVL_WZS¸MQ\PMZ
Immigrants from the Lhazaar Principalities showcasing your artistic talents on stage or
have settled in Warden Towers. And Smoky displaying your prowess in the Burning Ring.
<W_MZ[PILI[QOVQÅKIV\+aZIVKWUU]VQ\aM^MV Join an Expedition. Scholars at Morgrave
before the Last War; this has become a haven often sponsor expeditions to Xen’drik and into
for Cyrans wealthy enough to avoid the refugee the ruins below Sharn. Cyran nobles in Smoky
camps of High Walls. This results in a diverse Towers look for brave souls to venture into the
array of cuisine, entertainment, and services Mournland to reclaim lost treasures.
drawing on the traditions of these places. Cultural Exchange. Den’iyas brings a touch
The Everbright district may be of particular WNBQTIZOW\W;PIZVAW]UQOP\ÅVLIKTI_NWW\
interest to adventurers. This is a hub for mystical raptor running down the streets in Little Plains,
goods and services. There’s a wide assortment of or a Gatekeeper druid casting bones on Cassan
magewrights, and the shops have a good selection Bridge.
of common and uncommon magic items. With

136 CHAPTER 6 | MENTHIS PLATEAU QUARTER

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NORTHEDGE QUARTER LOWER NORTHEDGE
?PQTMXWWZ4W_MZ6WZ\PMLOMQ[I[QOVQÅKIV\[\MX
The residential area is the quietest quarter of
;PIZV)\ÅZ[\OTIVKM\PMZM¼[TQ\\TM\WI\\ZIK\ up from the slums of Lower Dura. The people
adventurers, unless you’re interested in quality of Lower Northedge don’t look for trouble, and
real estate. On the other hand, you never know they don’t like it coming to their doorstep. North
when this charming and innocuous quarter could Market is one of the largest markets in Sharn,
be hiding a nefarious cult or devilish plot! though it specializes in simple, everyday goods.
The Stoneyard LQ[\ZQK\PI[I[QOVQÅKIV\[PQN\MZ
population; the Rat’s Nest is a tavern catering to
UPPER NORTHEDGE shifters, while the Bear’s Rest is a shifter inn.

This is the perfect place for the noble who can


I‫ٺ‬WZLIUIVWZQV\PMKTW]L[J]\_IV\[\WI^WQL
the bustle of Upper Central. It’s also home to
THINGS TO DO IN NORTHEDGE
most of the elves of Sharn. In particular, the Settle Down. If you’re looking for a place
district of Shae Lias is a bastion of Aereni culture to live in Sharn, Lower Northedge combines
and traditions. The heart of Shae Lias is Gates reasonable quality and price with more security
of Passage, which serves as the Aereni embassy than Lower Dura.
and a temple to the Undying Court. The Oaks is Die in Style. The elves of Shae Lias are
WVMWN\PMÅVM[\ZM[\I]ZIV\[Q[;PIZVIZQ[\WKZI\QK experts in funerary customs and embalming. In
Y]ITQ\a°I\IZQ[\WKZI\QKXZQKM[<PM>MQTWN addition, Mayne Jhaelian of the Gates of Passage
Flesh specializes in body art, both traditional is one of the few people in Sharn capable of
tattoos and temporary illusions woved directly raising the dead.
into the skin. Find a Patron. There are many eccentric
nobles in Upper Northedge. A patron of the arts
could take an interest in the career of a bard
MIDDLE NORTHEDGE or entertainer. A collector might keep capable
adventurers on retainer with the understanding
This ward caters to the middle class of Sharn, that they’ll deliver any Dhakaani artifacts they
with a wide range of comfortable housing. come across in their travels. You never know
Dwarves make up the majority of the population, _PI\JMVMÅ\[IXI\ZWV_QTTXZW^QLM#I\\PMTMI[\
especially in the district of Holdfast. In contrast they can give you an introduction to high society.
to Highhold in Upper Dura, the dwarves of
Holdfast have deep roots in Sharn and feel
no strong connection to the Mror Holds or its
traditions. High Hope is a temple district; while
the most impressive churches and shrines are
located in Upper Central, it’s commonly known
that if you’re looking for a truly devoted priest,
you should go to High Hope.

CHAPTER 6 | NORTHEDGE QUARTER 137

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TAVICK’S LANDING QUARTER
• Inhabitants must dress “in a manner
that upholds the solemn dignity of this
If you come to Sharn by land or air, you’ll enter XZW]L_IZLº*TILMUIZS[IVLW‫ٻ‬KMZ[WN
the city through Tavick’s Landing. The quarter the Watch can choose how to interpret
took on a martial aspect during the Last War, this. Typically, armor is considered
and this can still be felt today. On the positive inappropriate unless you’re tied to House
side, the Watch Commander Iyanna ir’Talan has Deneith, the Sharn Watch, or you’ve served
OWVM\WOZMI\M‫ٺ‬WZ\[\WX]ZOMKWZZ]X\QWVQV\PM with the Brelish military. Anyone held to be
local garrisons of the Sharn Watch; this is one of in contempt of this law is escorted out.
the few districts where the Watch is both helpful • )Va[WZ\WN]VZ]TaJMPI^QWZ¸ÅOP\QVO
and competent. On the downside, citizens of any [PW]\QVOQV\PM[\ZMM\[M\K¸MIZV[IÅVMWN
nation that fought against Breland during the up to 5 gp and temporary expulsion from
war may be greeted with suspicion or hostility. the ward.
For those willing to put up with these restrictions,
=XXMZ<I^QKS¼[4IVLQVOPI[UIVaÅVMNMI\]ZM[
UPPER TAVICK’S LANDING Wyredd’s Spirits is the best source for wine in
<PQ[_IZLQ[M‫ٺ‬MK\Q^MTaI[MTNKWV\IQVMLKQ\a Sharn. The Crystals of Denion buys and sell rare
KI\MZQVO\W\PMVWJTM[\PI\TQ^M\PMZM1\PI[ÅVM magic items, though it only has a handful of such
housing, skilled services, a luxurious mercantile items at any given time; it also sells expensive
district, and even an entire district—Sunrise— magical works of art. Transmutation is the name
devoted to the [MZ^IV\[of the nobles. Services of a renowned beauty salon. House Deneith
and lodging in Sunrise are poor to modest, as UIQV\IQV[INWZ\QÅMLOIZZQ[WVIVL\ZIQVQVONIKQTQ\a
opposed to the wealthy to aristocratic goods in the Copper Arch district. To get licenses for
found elsewhere in the district. During the war, weapons or spellcasting, you’ll have to go to the
fears of attacks by foreign agents resulted in the courthouse in the Twelve Pillars district.
M[\IJTQ[PUMV\WNIV]UJMZWNTI_[\PI\I‫ٺ‬MK\

MIDDLE TAVICK’S LANDING


adventurers.
• The soldiers of House Deneith have full
authority to act as agents of the Sharn In contrast to the upper ward, Middle Tavick’s
Watch within Upper Tavick’s Landing, Landing welcomes travelers and tourists. There’s
and a hundred elite Blademark mercenaries a host of lively taverns and excellent inns.
maintain checkpoints at the district’s edges. The Cornerstone is a massive arena that hosts
• You need a license to carry a weapon in everything from circuses to aerial jousting. The
Upper Tavick’s Landing. This costs only 5 Deathsgate district caters to adventurers, much
gp, but you’ll have to plead your case to a TQSM\PM+TQ‫\ٺ‬WXLQ[\ZQK\WN=XXMZ,]ZI4QSM
clerk; it’s generally understood that this is +TQ‫\ٺ‬WXQ\PI[IVIL^MV\]ZMZ¼[O]QTL¸\PW]OP
a tool to keep undesirables out of the ward. the Deathsgate Guild has a dark reputation,
Any Blademark or member of the Watch IVLQ\[UMUJMZ[WN\MVXQKSÅOP\[_Q\P+TQ‫\ٺ‬WX
can demand to see your license and may adventurers. House Jorasco has a large house of
KWVÅ[KI\M]VI]\PWZQbML_MIXWV[ healing in the ward, and House Deneith has a
• You also need a license to cast spells in the recruiting station for would-be mercenaries. The
ward. This costs 10 gp and you must specify Graywall district has deep roots in Karrnathi
\PM[XMTT[aW]_Q[P\WKI[\)ÅVMKIVJM culture that predate the Last War, and Slogar’s
levied for any unauthorized use of magic. and The Bloody Mug are places where you
KIVÅVLJTWWL[I][IOMIVL6QOP\_WWLITM
Tavick’s Market is one of Sharn’s main market

138 CHAPTER 6 | TAVICK’S LANDING QUARTER

Sebastian Kimble (Order #15417015)


districts; it’s right above Terminus station and
is a source for produce and goods brought in by
local farmers.

LOWER TAVICK’S LANDING


Visitors arrive at Wroann’s Gate or Terminus,
but they leave through Black Arch, the gateway
\W\PMZM[\WN;PIZV<PQ[Q[IPMI^QTaNWZ\QÅML
garrison district, designed to withstand a full
siege. The ward includes other services catering
to travelers; the Dragoneyes district is a maze
of taverns, inns, brothels, and gambling halls.
Dragoneyes is also noteworthy for having one of
the few changeling communities in Breland.
These days, Lower Tavick’s Landing is best
known for High Walls—a former residential
district converted into a home for refugees from
\PM4I[\?IZ0QOP?ITT[Q[ÅTTMLXI[\KIXIKQ\a
mostly with Cyrans displaced by the Mourning.
Today, the gates are open; but High Walls is
designed to serve as a fortress prison if need be,
and the Sharn Watch keeps an eye out for any
signs of unrest.

THINGS TO DO IN TAVICK’S LANDING


Gamble,ZIOWVMaM[Q[ÅTTML_Q\PWXXWZ\]VQ\QM[
to lose your wages, both in established halls and on
street corners. One especially noteworthy venue
is Chance. If you believe the rumors, Chance can
arrange and cover almost any sort of contest.
Hug a Shifter. Middle and Lower Tavick’s
Landing are home to much of Sharn’s shifter
population. Middle Tavick’s Landing has the
WVTaW‫ٻ‬KQITKW]Z\NWZ\PM[PQN\MZ[XWZ\PZIbPIS.
Find Refuge. While most of the refugees in
High Walls come from Cyre, the district is a
haven for anyone displaced in the war, including
Brelish victims of the war. It’s over-crowded and
resources are stretched thin. Tensions are high,
and there are feuds and power struggles among
the refugees. If you’re from Cyre, you might have
a cot in High Walls with your name on it; even if
you don’t, you could have friends or family living
in High Walls.

CHAPTER 6 | TAVICK’S LANDING QUARTER 139

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SHARN: ABOVE AND BELOW
the elemental powers of the infamous Halas
Tarkanan and his consort, the Lady of the
<PMÅ^MY]IZ\MZ[WN;PIZVUISM]X\PMJ]TSWN Plague. It’s said that vile powers still linger in
the city, but here are additional regions that you these ruins, and for this reason King Galifar I
may wish to explore during your time in Sharn. had all passages to this undercity sealed with
gates of metal and magic. These portals remain
sealed today, and it’s illegal to tamper with them.
SKYWAY But it’s generally assumed that there may be
many treasures hidden in the ruins of Old Sharn,
<PMZMIZMIV]UJMZWNÆWI\QVO\W_MZ[WZJQ\QVO along with untold secrets of the past.
the upper wards of Sharn, but these are dwarfed
Ja;Sa_IaIVMV\QZMLQ[\ZQK\\PI\ÆWI\[IJW^M
and between Central Plateau and Menthis
8TI\MI]*]QT\WVIVQ[TIVLWN[WTQLQÅMLKTW]L[
THE COGS
Skyway holds the estates of the wealthiest people The Cogs lie deep below Sharn, below
in Khorvaire—nobles whose feet need never the sewers and even beyond the Depths.
touch the ground. Skyway contains a host of Incorporating natural tunnels and ancient goblin
aristocratic boutiques and restaurants, along with Z]QV[;\ZMIU[WN.MZVQIVTI^IÆW_JMVMI\P
astonishing mansions. Chief among these is Tain Sharn, and over the centuries House Cannith
Manor, home to most powerful family in Sharn. has helped Breland establish vast foundries
Celyria ir’Tain is the queen of high society. She that tap this mystic resource. Ashblack and
holds a ball at the manor each month, and the Blackbones are industrial districts, largely
guest list at the Tain Gala LMÅVM[\PM[WKQITWZLMZ inhabited by warforged laborers and miserable
in the city. If you need to mingle with celebrities, workers of other races. It’s said that House
ÅVLI_Ia\W_ZIVOTMIVQV^Q\I\QWV\W\PM<IQV Cannith maintains a massive forgehold in the
/ITI)VLQNaW]¼ZMTWWSQVO\WX]TTW‫ٺ‬IPMQ[\WV depths, and that this is where Baron Merrix
some of the richest people in Eberron, Skyway is d’Cannith conducts his arcane experiments.
the place to start. In addition, The Red Hammer is Sharn’s only
\I^MZVKI\MZQVO[XMKQÅKITTa\W_IZNWZOML
Beyond Ashblack and Blackbones lies
CLIFFSIDE Khyber’s Gate, a maze of tunnels and
tenements carved into the stone. The Sharn
This small ward contains the docks of Sharn. Watch has no presence in Khyber’s Gate,
Cargo is hoisted up to the city with magical and the closest thing to an authority is the
cranes, and people take levitating lifts. All criminal organization known as Daask. Many
\ZI‫ٻ‬KQV\W;PIZVXI[[M[\PZW]OP\PMLQ[\ZQK\WN of the inhabitants of the Gate are goblins and
8ZMKIZQW][QV4W_MZ,]ZIIVL+TQ‫[ٺ‬QLMPI[ immigrants from Droaam, but it’s also home to
much in common with Lower Dura. It’s rough fugitives and other desperate people. You can
IVLXWWZÅTTML_Q\P[IQTWZ[IVLLWKS_WZSMZ[7V ÅVLUILK]T\Q[\[]VLMILIVLM^MVLMUWV[
\PMW\PMZPIVL[WUMXMWXTM[_MIZ\PI\+TQ‫[ٺ‬QLM along with a handful of hermits and visionaries
PI[\PMÅVM[\\I^MZV[QV;PIZV seeking to escape the city above. Shamukaar is
the most successful tavern in Khyber’s Gate. This
bar is a safe haven for all within it, regardless of
THE DEPTHS species or politics; once you make it through the
door, you can breathe easy.
Sharn was built on the foundations of an older
city, which was itself built atop goblin ruins.
This old city was destroyed by dark magic—

140 CHAPTER 6 | SHARN: ABOVE AND BELOW

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THINGS TO DO IN SHARN
The Day of Mourning (20 Olarune). The
nation of Cyre was destroyed four years ago
Sharn is the largest and most cosmopolitan city on the Day of Mourning. While the Mourning
in Khorvaire. Covering all the things that you had an impact on everyone in Khorvaire, this
KW]TLLWQV;PIZVKW]TLÅTTIVMV\QZMJWWSIVL day is especially important for Cyran survivors.
does, as covered in the Appendix!). But here’s It is a time when Cyrans come together to
a few things you might want to do during your remember their lost kingdom. Some tell stories
time in Sharn. or sing traditional songs, ensuring their culture
isn’t forgotten. Others seethe with anger at the
enemies who brought Cyre to this place, and it
CELEBRATE can be a time for riots or violence.
Fathen’s Fall (25 Barrakas) commemorates a
There’s always a celebration in Sharn, whether priest of the Silver Flame martyred while exposing
it’s a parade in a single district or a festival across hidden lycanthropes in Sharn. It is a time when
the entire city. Here’s a few to put on your followers of the Flame come together, but often
calendar. causes tensions with the shifter community.
The Ascension (1 Sypheros). A celebration of The Hunt (4 Barrakas). In honor of the
\PM[IKZQÅKMWN<QZI5QZWV_PWOI^MPMZTQNM\W ;W^MZMQOV*ITQVWZIÅMZKMJMI[\Q[JZW]OP\\W
serve as the Voice of the Silver Flame. There are the city and released into an isolated section of
services at all Silver Flame churches and shrines, the Depths. Anyone can participate in the Hunt
IVL\PMNIQ\PN]TIZMMVKW]ZIOML\WÅVL[WUM_Ia by making a donation of 5 gp; the hunter (or
to help their communities. hunting party) who brings down the beast wins a
Aureon’s Crown (26 Dravago). A celebration purse of 500 gp and the blessing of Balinor. The
of knowledge. Elders share their knowledge Hunt can vary; some years multiple beasts are
with the young. Morgrave University holds its released and the hunter who catches the most of
graduate services on this day, and there are them is marked as the victor. Often, though, the
public lectures at the Great Hall of Aureon in other hunters are a greater threat than the beast!
Upper Menthis. Long Shadows (26-28 Vult). It’s said that the
Boldrei’s Feast (9 Rhaan) is a celebration of power of the Shadow—sinister deity of the Dark
community. There are gatherings across the city, Six—is at its height on these three nights. Wise
and the wealthy compete to throw the grandest people spend these nights indoors with friends,
parties. but those who celebrate the darkness may take to
Brightblade (12 Nymm). The festival of Dol the streets to prey on the weak and foolish.
,WZVKMTMJZI\MLIKZW[[\PMKQ\a_Q\PXZQbMÅOP\[ The Race of Eight Winds (23 Lharvion)
wrestling matches, archery contests, and other is an aerial race that takes place around Dura
tests of strength and skill. This culminates with a Quarter. See the sidebar for more information.
grand contest of champions at the Cornerstone in Sun’s Blessing (15 Therendor). The festival
Middle Tavick’s Landing. of Dol Arrah, this is a day of peace and a time
Crystalfall (9 Olarune). During the Last War, NWZMVMUQM[\WÅVLIXMIKMN]TZM[WT]\QWV\W\PMQZ
[IJW\M]Z[KI][MLIÆWI\QVO\W_MZ\WNITTQV\W KWVÆQK\[1\¼[WVMWN\PM[INM[\LIa[QV\PMKQ\a
Lower Dura. This devastation can still be seen The Tain Gala (First Far of each month). The
today in the district now known as Fallen. On ir’Tains are the richest and most powerful family
9 Olarune, people gather to commemorate this in Sharn. Each month, Celyria ir’Tain holds a
tragedy. There’s a tradition of crafting elaborate JITTI\PMZ;Sa_IaUIV[QWV<PMO]M[\TQ[\LMÅVM[
ice sculptures and throwing them into the Dagger the social order of the city; those families with
River. permanent invitations—known as the Sixty—are

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the royalty of Sharn. However, Celyria does
invite unusual guests each month, and an up- COMMUNICATE
and-coming entertainer or a renowned folk hero Need to get a message to someone? If you’re
might get the call! not in a hurry, the Orien post has boxes across
Thronehold (11 Aryth) is the day that the the city; you can mail a letter for 1 cp. Hiring
<ZMI\aWN<PZWVMPWTLW‫ٻ‬KQITTaMVLML\PM4I[\ a courier generally costs between 5 cp to 5 gp,
War. This year (998 YK) is only the third time depending on the size of the package and where
this event has been celebrated, and the Lord aW]VMMLQ\LMTQ^MZMLAW]KIVÅVL;Q^Q[UM[[IOM
Mayor of Sharn has promised a truly epic festival. stations in every upper and middle ward, and if
Wildnight (18-19 Sypheros). Supposedly the you absolutely have to get a message to someone
Fury—Sovereign of Passion and Madness— instantly, the Sivis enclave in Dragon Towers
reaches the height of her power on this night. (Middle Central) can perform [MVLQVOfor 200 gp.
Emotions run high and impulse control runs House Tharashk has brought a new innovation
low. Shy and superstitious folk stay indoors, to message delivery in Sharn: gargoyles.
while others see it as a time to cast aside all Tharashk has licensed a score of gargoyles, and
QVPQJQ\QWV[<PM[\ZMM\[ÅTT_Q\PZI]KW][ZM^MTZa \PM[MÆaQVOKW]ZQMZ[IZMIY]QKS_Ia\WOM\I
IVL_QTLKMTMJZI\QWV[[\ZM\KPQV\W\PMVQOP\° message across the city. If you spot a gargoyle
though riots, brawls, and other crimes are all aW]KIVÆIOQ\LW_VIVLQ\KW[\[OX\WLMTQ^MZI
too common on Wildnight. letter or small package.

d«›Zƒ‘›Ê¥®¦«ãt®Ä—Ý HAVE A GREAT FALL


Legends say King Galifar II used Dura as a
Sharn is the City of Towers, but it’s also a city
proving ground for aerial cavalry. Over the
centuries this evolved into the sporting event
of bridges and balconies. These can be extremely
known as the Race of Eight Winds. Dura narrow or remarkably wide. There are entire
is divided into eight regions for the race, districts largely spread across vast bridges. While
each of which is represented by a particular there are walls and rails on most bridges, there’s
creature. The beasts of Lower Dura include always the chance that your time in Sharn will
the Gargoyle, the Glidewing, and the Griffon. end with someone going over the edge. So, what
0LGGOH'XUDÀHOGVWKH2ZOWKH+DZN does that mean?
and the Eagle. Upper Dura supports the <PW[M_PWKIVI‫ٺ‬WZLQ\][]ITTaKIZZaINMI\PMZ
Hippogriff and the Pegasus. token (see chapter 5) as insurance. No token?
The race takes place on the 23rd day of Don’t panic! Because of the maze of bridges and
Lharvion, but the inhabitants of Dura are
spans connecting the towers, there’s an excellent
devoted to the event. Preparations and
debates are ongoing throughout the year,
chance that you won’t fall more than a hundred
and as the race grows closer there are feet before hitting a lower bridge. While this
feasts, parades, and ever more serious may seem like small comfort, the major bridges
arguments between the people of different in the upper and middle wards are enchanted
districts. The race is an easy topic of with NMI\PMZNITTenchantments that trigger
conversation with anyone from Dura, but I]\WUI\QKITTa°SMMXQVOaW]NZWUKZ][PQVOIV
professing support for the wrong beast can innocent passerby in your fall.
be a dangerous thing. Of course, there are many things that could
happen during a lengthy fall. It’s always up to
the DM to decide if you have a straight fall to the
bottom. But the Falling in Sharn table presents a
few of the many possibilities.

142 CHAPTER 6 | THINGS TO DO IN SHARN

Sebastian Kimble (Order #15417015)


1d10 &ĂůůŝŶŐŝŶ^ŚĂƌŶ
1 You fall hundreds of feet before
striking the ground at the base of
the towers.
2 zŽƵĨĂůůϯĚϲdžϭϬĨĞĞƚďĞĨŽƌĞƐƚƌŝŬŝŶŐ
a bridge. A major bridge in an upper
or middle ward will have a feather
fall enchantment, otherwise it’s
going to be a hard landing.
3 zŽƵĨĂůůϮĚϰdžϭϬĨĞĞƚĂŶĚůĂŶĚŝŶĂ
passing skycoach. Do you crush an
innocent passenger?
4 zŽƵĨĂůůϰĚϰdžϱĨĞĞƚĂŶĚƐƚƌŝŬĞĂŶ
ŽƵƚĐƌŽƉƉŝŶŐ͕ŇĂŐƉŽůĞ͕ŽƌƉƌŽũĞĐƟŶŐ
ƐƚĂƚƵĞ͘/ĨLJŽƵƐƵƌǀŝǀĞ͕LJŽƵ͛ƌĞƐƟůů
stranded on the edge of a tower or
bridge.
5 zŽƵĨĂůůƉĂƐƚĂŚŝƉƉŽŐƌŝīͶŵĂŬĞĂ
ĞdžƚĞƌŝƚLJ;ĐƌŽďĂƟĐƐͿĐŚĞĐŬ;ϭϱͿ
ƚŽĐĂƚĐŚŝƚƐůĞŐ͊
6 A giant owl catches you… and
threatens to drop you if it doesn’t
get a reward.
7 zŽƵĐĂŶŇLJ͊ĐƚƵĂůůLJ͕ĂŶĞĂƌďLJ
magewright cast ĨĞĂƚŚĞƌĨĂůů to save
you, but for a moment it feels like
LJŽƵĐĂŶŇLJ͘
8 You strike a small air elemental that
was drawn to the city. This cushions
your fall… but now you’re on top of
an air elemental.
9 A guardian angel manifests and
catches you. Is this sheer luck due
ƚŽ^ŚĂƌŶ͛ƐƉƌŽdžŝŵŝƚLJƚŽ^LJƌĂŶŝĂ͍Kƌ
ĚŽĞƐƚŚŝƐĐĞůĞƐƟĂůŚĂǀĞĂƉƵƌƉŽƐĞ
for you?
10 You slip through the manifest zone
ƐƵƌƌŽƵŶĚŝŶŐ^ŚĂƌŶĂŶĚĮŶĚLJŽƵƌƐĞůĨ
in the plane of Syrania.

CHAPTER 6 | THINGS TO DO IN SHARN 143

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CRIMINAL ACTIVITIES THE BOROMAR CLAN
• °Q[\PMWTLM[\IVLUW[\XW_MZN]TKZQUQVIT
IN SHARN organization in Sharn.
• °LWUQVI\M[OIUJTQVO\PMN\IVL
Crime takes many forms. Any sort of theft is
smuggling, including the dreamlily trade.
illegal, including “UITQKQW][\PMN\WNQLMV\Q\a”—the
use of shapeshifting abilities or illusion magic to • °OW^MZV[I_QLMVM\_WZSWNTM[[MZOIVO[
impersonate someone with the intent to cause and crimelords reaching across Sharn.
harm. Assault, murder, and fraud will all land • °PI[PITÆQVO[QVUIVaTMILMZ[PQXZWTM[
you in hot water. Other crimes walk the edge but includes members of all races.
of legality. Both gambling and prostitution are • °Q[NIKQVOI[MZQW][KPITTMVOMNZWU,II[S
legal in Sharn, but these industries are heavily
\I`MLIVLZMO]TI\ML#\PMUW[\XZWÅ\IJTMOIUM[ The Boromar Clan began with a family of
IZMNW]VLQV\PM[PILaPITT[\PI\WXMZI\MW‫\ٺ‬PM PITÆQVOQUUQOZIV\[NZWU\PM<ITMV\I8TIQV[
books. Likewise, smuggled goods include strictly Today the Boromars are one of Sharn’s most
illegal things—illicit drugs, mystical explosives— QVÆ]MV\QITNIUQTQM[<PMZM¼[I*WZWUIZWV\PM
but also highly taxed goods from Xen’drik or City Council. The Boromars have close ties by
other nations. marriage to the local branch of House Jorasco.
While crime occurs throughout Sharn, it is Boromars can be seen at every Skyway gala. But
most visible in Lower Dura and the Cogs. The it’s an open secret that they’ve been running
Sharn Watch has a minimal presence in these KZQUMQV;PIZV[QVKM\PMÅZ[\LIa[WN\PMKQ\a
wards, and these are the easiest places to sell They’ve been bribing the Sharn Watch for so
stolen goods or to hire an assassin. Of course, TWVO\PI\QVUIVaLQ[\ZQK\[\PM?I\KPM‫ٺ‬MK\Q^MTa
they’re also good places to get robbed or caught works for the clan.
up in a street brawl. Having a connection to the Boromar Clan
Sharn is home to a host of minor gangs and makes you part of the established power in
independent criminals. However, most criminal Sharn. It’s an organization that values tradition
activities ultimately fall under one of four and prefers to avoid violence. However, you’ll be
criminal organizations; even independents will expected to respect the hierarchy and follow the
usually have an arrangement with one of these Z]TM[°IVLaW]UIaJM\IZOM\MLJa,II[S
major powers. If your character has the criminal
background, you should work with the DM to
determine which of these organizations you’re
connected to.

144 CHAPTER 6 | CRIMINAL ACTIVITIES IN


N SHARN

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DAASK HOUSE TARKANAN
• °Q[TMLJaUWV[\MZ[NZWU,ZWIIU • °Q[I[UITTMTQ\MNWZKMWN\PQM^M[NWZPQZM
• °Q[JI[MLQV\PM+WO[J]\PI[JMMV and assassins.
recently expanding into the lower wards. • °Q[KWUXZQ[MLWNXMWXTM_Q\PIJMZZIV\
• °[XMKQITQbM[QV^QWTMV\KZQUMIVL dragonmarks.
extortion. • °PI[IZQ^ITZa_Q\P\PMLZIOWVUIZSML
• °Q[IOOZM[[Q^MTa\IZOM\QVO\PM*WZWUIZ houses.
Clan. • °ZMUIQV[VM]\ZITQV\PMJZM_QVOOIVO
Formed by monstrous immigrants from Droaam, war.
Daask has been building its power for a decade The members of House Tarkanan all possess
and has recently begun an aggressive campaign aberrant dragonmarks. Rumors say that the gang
of expansion. Humans, shifters, goblins, and began as a secret Brelish black ops team. True
changelings are all found in Daask, but the or not, the members of this small gang are skilled
organization is built around a monstrous core: thieves and assassins whose natural talents are
gnolls, ogres, minotaurs, harpies, even a handful enhanced by their aberrant marks.
of trolls. The leaders of Daask include oni and The organization takes its name from Halas
medusas. Daask doesn’t have the connections or Tarkanan, an aberrant-marked leader who
infrastructure of the Boromar Clan, but the sheer fought against the dragonmarked houses
physical force it can bring to bear is impressive. centuries ago. In addition to its criminal
,II[SPI[ITUW[\VWQVÆ]MVKMQV\PMUQLLTMWZ IK\Q^Q\QM[0W][M<IZSIVIVQ[SVW_V\WW‫ٺ‬MZ
upper wards, but it is a powerful and dangerous shelter to people with aberrant dragonmarks, and
force below. It’s a simple organization with few protects persecuted aberrants.
traditions or layers of leadership. Having ties to While anyone can have a contact with the
Daask gives you allies in the undercity and few House, you must have an aberrant dragonmark
restrictions. But it sets you against the Boromar to join it. House Tarkanan remains neutral in the
Clan and makes you complicit in Daask’s KWVÆQK\JM\_MMV\PMKZQUMTWZL[IVL_WV¼\IKKMX\
increasing aggression. contracts against gang leaders.

CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN 145

Sebastian Kimble (Order #15417015)


THE TYRANTS OTHERS
• °QVKT]LMUMUJMZ[WNITTZIKM[J]\ The four organizations mentioned here are the
primarily changelings and doppelgangers. ones people have heard of. The Boromar Clan
is well known in Sharn. The Tyrants have been
• °[XMKQITQbMQVQVNWZUI\QWVNWZOMZa around for centuries and are often considered an
blackmail, and fraud. urban myth by people who haven’t encountered
• °ZMUIQVVM]\ZITQV\PM*WZWUIZ,II[S them. Daask and House Tarkanan have both
KWVÆQK\ appeared within the last decade, but both are
The Tyrants are forgers and grifters, specialists known to anyone who’s spent much time in the
in deception and the acquisition of information. lower wards.
The majority of the Tyrants are changelings, who These are the major players in Sharn’s
use their shapeshifting abilities to fool marks and underworld, but there’s a host of minor players.
acquire secrets. There are magewrights among Both the Boromar Clan and Daask support
the Tyrants who can permanently alter your a number of smaller gangs and criminal
appearance. So, the Tyrants can steal someone’s organizations, and it may not be immediately
identity, but they can also provide a fugitive with obvious who a gang is working with. And there’s
a new life. always new people looking for opportunities,
The Tyrants are an enigmatic organization. who haven’t yet been noticed by the Boromars.
They act to protect the changelings of Tavick’s So, this is a partial list. Don’t assume you know
Landing and they pursue schemes that generate everything about crime.
XZWÅ\[*]\\PMaIT[WOI\PMZ[MKZM\[\PMaUQOP\
never use and, sometimes, even provide
ٛƒÃ½®½ù
I[[Q[\IVKM_PMV\PMaLWV¼\IXXMIZ\WJMVMÅ\NZWU
it themselves. A psychoactive liquid that smells and tastes
They have an longstanding truce with the like your favorite beverage, essence of
Boromar Clan and remain neutral in the current dreamlily is a Sarlonan opiate. First imported
WRPDQDJHSDLQGXULQJWKH/DVW:DULW·VQRZ
struggles.
the most commonly abused illegal substance
Having a connection with the Tyrants gives in Sharn. Dreamlily dens can be found
you access to expert forgers—and could provide across the lower wards.
you with unexpected secrets. One of the tricky Dreamlily causes disorienting euphoria and
issues with the Tyrants is that many of its remarkable resistance to pain. While under
members maintain shared identities. A particular the effects of dreamlily you are poisoned;
XMZ[WVIQ[IRWJIVLLQ‫ٺ‬MZMV\KPIVOMTQVO[UIa \RXDUHLPPXQHWRIHDUDQGWKHÀUVWWLPH
take it on from day to day. So if you have a you drop to 0 hit points without being killed
contact in the Tyrants, the contact you meet outright, you drop to 1 hit point instead.
seems consistent, but you may actually be A dose of dreamlily typically costs 1 gp,
[XMISQVO\WILQ‫ٺ‬MZMV\KPIVOMTQVOMIKP\QUMaW] and the effects last for one hour. However,
there are many varieties, and this may affect
meet with the organization.
the duration or the price.

146 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN

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STARTING POINTS
Friends and Rivals. Who do you know in
the district? The DM should work with each
Sharn holds the potential for endless adventures. XTIaMZ\WLM^MTWXINZQMVLWZZQ^ITQV\PMIZMI°
The City of Towers can serve as the foundation or both. A character’s background is always
of a single adventure or an entire campaign. a good place to start. If you’re a criminal, do
,MÅVQVOI[\IZ\QVOXWQV\Q[I_Ia\WOQ^MIVQVQ\QIT you have a friend in a local gang? If you’re an
focus to the campaign—setting a tone and giving entertainer, do you have a professional rival?
players an initial investment in the story. The If you’re a folk hero, did you deal with a thug
player characters may be meeting in a tavern— causing trouble in your favorite tavern—earning
but it’s their NI^WZQ\Mtavern. The bard performs you the gratitude of the owner and the enmity of
twice a week and the barbarian has a huge bar the villain?
tab to resolve. This is a collaborative process and the goal is
<PQ[[MK\QWVM`XTWZM[\PZMMLQ‫ٺ‬MZMV\[\IZ\QVO to enhance the story, not to spoil it. You may
points. be friends with a Morgrave professor, but that
• Callestan is in Lower Dura. It’s a doesn’t mean they’ll magically solve all your
dangerous district riddled with crime and problems; more likely, they might ask you to
OIVOKWVÆQK\)+ITTM[\IVKIUXIQOVQ[I help solve one of \PMQZproblems. If you’re having
dark neo-noir story. trouble coming up with ideas, the DM can
XZWXW[M[WUM\PQVOIVLPI^MaW]ÆM[PW]\\PM
• +TQ‫\ٺ‬WXin Upper Dura is a district details: “AW]¼^MUILMIVMVMUaWNI,II[SWOZMVIUML
catering to established adventurers. This *ZWSMV\WW\P0W_¼L\PI\PIXXMV'º
is a place for pulp heroes, established You Meet at a Tavern … But Which
explorers whose services are in demand. Tavern? ?PMZMLWaW][XMVLaW]ZW‫ٺ‬PW]Z['
• Morgrave University is in Upper As a group, once you settle on a location, each
Menthis Plateau. This is a college for player can add one cosmetic detail about it. This
adventurers, and an opportunity to add a KW]TLQV^WT^MI[\I‫ٺ‬UMUJMZ¹<PMJIZ\MVLMZQ[IV
little levity to your story. WTLL_IZNVIUML+TIVSa#PM¼[OW\IXZW[\PM\QKIZUº).
Choosing and developing a starting point should It might be something about the food, or about
be a collaborative process between the players events hosted at the location (“7VKMI_MMS\PMTWKIT
and the DM. A starting point sets a tone; if UMLQ]U[PWTLIX]JTQK[MIVKMº). All of these ideas are
half of the players want a light-hearted romp, subject to DM approval.
Callestan is a poor choice. You don’t have to have a starting point, and
Once you’ve agreed on a starting point, the even if you pick one, you don’t have to answer
next step is to work together to develop the story. all of these questions. The goal of this is to set a
This section provides details about each district, tone—if this campaign is a movie, what kind of
including prominent NPCs and locations. Using movie is it?—and to give each player a personal
this as a foundation, each player should work investment in that story.
with the DM to answer the following questions.
Why Are You Here? What has drawn your
character to this place, and what keeps you here?
The idea of using a starting point is that it’s your
PWUM—what does it say about your character that
this place is your home?

CHAPTER 6 | STARTING POINTS 147

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STARTING POINT: CALLESTAN
towers. Daask might release a gorgon into the
streets. The necromancers of the Emerald Claw
The Sharn Watch won’t set foot in Callestan. could test a necrotic weapon or a new form of
Located at the base of Lower Dura, it’s been undead. A pack of wererats could take root,
abandoned by the city above. Colors are faded, unnoticed by the Church of the Silver Flame. It’s
stones are cracked, and half the buildings should IOZQU\Z]\P\PI\IVa\PQVOKIVPIXXMVPMZM°
be condemned. The closest thing this district has but it’s also a great source of adventure.
\WTI_Q[\PM*WZWUIZ+TIV°IVLVW_\PMa¼ZM
being challenged by the monsters of Daask.
Every day there’s the chance that a war will
WHY ARE YOU HERE?
break out on the streets. What brought you to Callestan, and should your
A Callestan campaign combines gritty dark fortunes change, why would you stay?
fantasy with the classic Western. Callestan You may have roots in the district. Perhaps
Q[M‫ٺ‬MK\Q^MTaINZWV\QMZ\W_VQV\PMUQLLTMWN your mother ran a small gang that was wiped out
Sharn. The law is what you make it and brigands when you were a child. Maybe your family still
_ITS\PM[\ZMM\[*]\Q\W‫ٺ‬MZ[NZMMLWU[IVL lives here, running a struggling business.
WXXWZ\]VQ\QM[aW]_WV¼\ÅVLQV\PM\W_MZ[IJW^M  For many people, the appeal of Callestan is
its freedom. If you’re a criminal or a charlatan,
you’re likely connected to one of the gangs and
SETTING THE TONE you appreciate the opportunity to ply your trade.
As a sage you could be engaging in research that
Callestan is a district shaped by poverty and your compatriots feel is dangerous. As an acolyte
neglect. People come to Callestan to engage you might harbor heretical beliefs.
in criminal activities: visiting dreamlily dens, A variation of this is that you’re hiding.
buying or selling stolen goods, negotiating with As a devout cleric or paladin, you may have
a Boromar lieutenant or hiring a Tarkanan made enemies of the corrupt authorities in
assassin. The thing that holds the district together the local churches. If you use the haunted one
on a daily basis is personal reputation and background, you may have seen something in
relationships. The reason no one robs the Anvil is the upper wards that has driven you into the
JMKI][MXMWXTMTW^M-ZIVVI°IVLJMKI][M\PMa darkness. Any character could have run afoul of
know Ilsa Boromar would hunt them down. the Sharn Watch, a powerful noble, or a sinister
Poverty is a part of a Callestan campaign. Most conspiracy; if you leave the lower wards, you may
of the people in this district have never seen have to evade this enemy.
a platinum piece, and a single gold piece has Another option is that you’ve taken on a role
considerable value. Maintaining a comfortable in the community. Your cleric is the preacher for
lifestyle can be a challenge, and an uncommon the district, trying to help these troubled people
UIOQKQ\MUQ[I[QOVQÅKIV\\ZMI[]ZM<PMUI\MZQIT ÅVL\PMTQOP\AW]Z[WTLQMZWZNWTSPMZW[MZ^M[I[
rewards of adventure should be lower than in \PM]VW‫ٻ‬KQIT[PMZQ‫ٺ‬XZW\MK\QVO\PMQVVWKMV\I[
a heroic fantasy campaign. But reputation and best you can. You might work as a ratcatcher, a
relationships are the true treasures of this style of healer, or a private inquisitive solving mysteries.
campaign. If you save Ilsa Boromar, she might Callestan may be miserable, but it’s your home
OQ^MaW]IX]Z[M_Q\POXNWZaW]Z\ZW]JTM° and these are your people.
but her favor may provide you with far more
protection than a set of IZUWZ.
An important piece of the tone is that no one WHAT DO YOU WANT?
KIZM[_PI\PIXXMV[\W+ITTM[\IV. Things can occur Once you know what you’re doing in Callestan,
here that would never happen in the upper the next question is where you want to go from

148 CHAPTER 6 | STARTING POINT: CALLESTAN

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here. What motivates your character? What INTERESTING LOCATIONS
could drive you to place yourself in danger?
Do you want to help your friends, or protect The Anvil was once The Golden Anvil, House
the innocent people of the neighborhood? Are /PITTIVLI¼[ÆIO[PQXQVVQV;PIZV6W_Q\¼[
you seeking revenge on a powerful enemy or faded and forgotten, but it still has traces of its
organization? Are you trying to establish your former glory. There’s a few gaming tables and
own business, or make an arcane breakthrough? a small stage; there’s a dwarf comedian who’s
These can be long-term goals or general themes, been doing the same act for sixty years. While
but it’s good for both player and DM to know most services are modest or poor in quality,
what motivates the characters. there is a single comfortable room. Eranna
d’Ghallanda runs the inn; she’s kind, honest,
and much beloved in the district. The Anvil is
THE SHAPE OF THE DISTRICT on the west side of the Bridge and is a common
hangout for Boromar allies.
The heart of Callestan is the plaza called the The Broken Mirror is an inn run by a family
Bridge. This central square serves as an open of changelings; the theme and tone of the inn
market and speaker’s corner. It’s not on a bridge; changes every week. It’s said to have ties with the
rather, the center of the plaza contains the Tyrants, which keeps troublemakers away.
wreckage of a bridge that fell from one of the The Butcher’s is a combination butcher
higher wards. shop and bar in Eastbridge. It’s popular with
More recently, the Bridge has taken on \PMTWKITOVWTT[IVLQ[\PMJM[\XTIKM\WÅVL
another meaning: it’s the line between Boromar Daask soldiers, though not all monsters in the
territory and the wilds. Everything to the west region have ties to Daask.
of the Bridge is still under Boromar dominion. The Crooked Cat is home to dozens of cats,
Fences, dreamlily dens, gambling holes—if it’s and this odd feature draws tourists from the
Westbridge, the Boromars take a cut and will higher wards. The proprietor is a shifter named
IK\\WXZW\MK\Q\<PMPITÆQVOIlsa Boromar Whiskers. He runs a side business as a fence,
is the local clan leader. She despises needless buying and selling unusual goods. Rumors say
cruelty but is ruthless in protecting her family’s that Whiskers is some sort of warlock or druid,
interests. Eastbridge is a blend of Boromar and that he can see through the eyes of his cats as
loyalists, Daask insurgents, refugees and veteran they wander the city.
soldiers driven here by war, even a small band of The General is a headless statue in a small
warforged. Westbridge is as safe as Callestan gets, square in Eastbridge. It’s hundreds of years old,
while anything goes in Eastbridge. and no one actually knows who it represents.
?M[\JZQLOMPI[I[QOVQÅKIV\PITÆQVOXWX]TI\QWV <PM[\I\]MZILQI\M[\PMM‫ٺ‬MK\[WNI[IVK\]IZaspell
In Eastbridge, a group of goblins, kobolds, and within a 15-foot radius and serves as a refuge for
gnolls have taken up residence in a block of those in danger. The most destitute inhabitants of
condemned tenements known as the Kennels. the district often sleep around the General.
Aside from this, Callestan is incredibly diverse, The Silvermist Theater stands on the
and members of any race can be found here. west side of the Bridge. Like the Anvil, it’s a
Callestan is an inner district, which means ZMUVIV\WN+ITTM[\IV¼[OTWZaLIa[#IÅVM\PMI\MZ
that it’s largely enclosed in one of the massive that’s a rotting shadow of its former self. The
core towers of Dura Quarter. However, it’s large current owners have grand ideas about future
enough that it extends out to the walls of the productions, but it’s the dreamlily parlor in the
tower. Many people live in or on the walls, in basement that keeps the theater open.
tenements or shops carved into the thick stone.

CHAPTER 6 | STARTING POINT: CALLESTAN 149

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STARTING POINT: CLIFFTOP
You may delve into the ruins below Sharn or
crash an airship into Skyway. You may head to
Sharn is a city with an appetite for adventure. Xen’drik or other distant lands. Wherever you
1\¼[\PMOI\M_Ia\W@MV¼LZQSITIVLÅTTML_Q\P go, adventure awaits!
mystery and danger. Eccentric nobles and
dragonmarked barons alike need capable agents
for their many intrigues. So Sharn has a steady
WHY ARE YOU HERE?
LMUIVLNWZIL^MV\]ZMZ[IVL+TQ‫\ٺ‬WXQ[_PMZM )[IZM[QLMV\WN+TQ‫\ٺ‬WXaW]¼^MOW\IZMX]\I\QWV
aW]OW\WÅVL\PMU What is it, and how did you earn it? Are you a
)+TQ‫\ٺ‬WXKIUXIQOVNWK][M[WVPMZWQK new prodigy, or an old retired hero who’s just
fantasy. You’re a professional adventurer with a getting back into the game?
reputation established, and you’re always ready As always, consider your background. If you’re
NWZ\PMVM`\KPITTMVOM?PMVaW]TQ^MQV+TQ‫\ٺ‬WX a soldier, you might have had a celebrated
every day brings a new thrilling challenge—a career. As an entertainer, you might perform
new chance to put your life on the line in pursuit at one of the theaters of Upper Menthis
of fame and fortune. between adventures. If you’re a sage you could
be considered an expert in arcane lore or the
history of Xen’drik, giving lectures at Morgrave
SETTING THE TONE University in your spare time.
One question to consider is if you’re part of the
+TQ‫\ٺ‬WXZ]V[_Q\P\PMQLMI\PI\\PMXTIaMZ +TQ‫\ٺ‬WX)L^MV\]ZMZ[¼/]QTL. This is serves
characters are SVW_Vas adventurers. They’ve as a social club for adventurers and a one-stop
accomplished remarkable feats and beaten marketplace for anyone seeking to hire a capable
QUXW[[QJTMWLL[7VM_Ia\WZMÆMK\\PQ[Q[\W[\IZ\ and reliable champion. If you’re part of the
\PMKPIZIK\MZ[W‫ٺ‬I\IPQOPMZTM^MT\PIV][]IT CAG you have access to the guild hall and a
With the DM’s approval, use the following rules host of potential friends and allies. Perhaps you
\WKZMI\MI+TQ‫\ٺ‬WXIL^MV\]ZMZ have a mentor at the guild, a retired adventurer
• You begin at 5th level. who regales you with tales of her epic deeds. Or
• You start with 600 gp in addition to your maybe you’ve take a novice under your wing and
normal starting equipment. you’re teaching him the ropes. A critical point
is that the CAG has a positive reputation and
• You have two common magic items and
doesn’t condone evil behavior; if you’re part of
two uncommon magic items.
\PM+TQ‫\ٺ‬WX)L^MV\]ZMZ[¼/]QTLaW]¼ZMM`XMK\ML
All magic items are subject to the approval of the to adhere to its codes of conduct. Less reputable
DM, and the DM may choose whether to assign KPIZIK\MZ[KIVÅVL_WZS_Q\P\PMDeathgate
these items or to allow you to select the items Adventurers’ Guild in Middle Tavick’s
you want. Either way, take a moment to come Landing. There’s a long-standing rivalry between
up with the story behind these items. How did the two guilds, and if you’re part of the CAG you
you acquire them? Were they treasures found on might work with the DM to develop a particular
your adventures? Heirlooms from your family nemesis in the Deathsgate guild.
or your time in the Last War? Or just something
you bought with your earnings?One point
IJW]\I+TQ‫\ٺ‬WXKIUXIQOVQ[\PI\aW]_WV¼\[\IaQV WHAT DO YOU WANT?
+TQ‫\ٺ‬WX. This district is your base of operations, )[I+TQ‫\ٺ‬WXIL^MV\]ZMZaW]¼ZMZMO]TIZTaX]\\QVO
home to valued comrades and rivals. It’s your life on the line. What is it that brought you
_PMZMaW]OM\aW]ZVM`\RWJ*]\I[I+TQ‫\ٺ‬WX to this risky line of work? Is it just about the gold?
adventurer you’ll be venturing to exotic locales. Are you driven by academic curiosity? Are you

150 CHAPTER 6 | STARTING POINT: CLIFFTOP

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seeking the answer to a particular mystery, or INTERESTING LOCATIONS
searching for clues about an ancient threat? Are
you primarily interested in your reputation— The Augury is home to a circle of magewrights
perhaps hoping to gain entry to the legendary who specialize in divination magic, including
?IaÅVLMZ¼[.W]VLI\QWV, or to prove yourself I]O]Za(50 gp), LQ^QVI\QWV (200 gp), identify (150
to your family or your true love? gp) and [XMIS_Q\PLMIL(200 gp). The master of
the Augury is an elf named Kestia. She has
ties to a number of angels of Syrania, and if she
THE SHAPE OF THE DISTRICT chooses she can perform KWUU]VM. However, as
this requires her to call in a celestial favor, it’s not
+TQ‫\ٺ‬WX[Q\[I\WX,]ZI9]IZ\MZ?PQTMQ\¼[IV [WUM\PQVO[PMW‫ٺ‬MZ[I[I[\IVLIZL[MZ^QKM
upper ward, it’s still part of Dura Quarter. The The Drunken Dragon is a legendary
stone is drab granite and the towers are simple watering hole. While the service is slow and the
and functional. It’s no match for the splendors food is modest at best, it has the widest selection
WN=XXMZ+MV\ZITWZ;Sa_Ia°J]\\PMKWTWZN]T WNJM^MZIOM[IVL[XQZQ\[QV;PIZV°IVLUIaJM
inhabitants more than make up for the somewhat Khorvaire. From Lhazaar mead to the fermented
dingy surroundings. honey-milk favored by the shifters of the Eldeen
1V+TQ‫\ٺ‬WXIZQVOWN[QUXTMIXIZ\UMV\[IVL :MIKPM[QNQ\¼[[\ZWVOIVL[\ZIVOMaW]KIVÅVL
PW[\MT[KQZKTM\PMXQVVIKTMIPQOPXMISÅTTML it at the Drunken Dragon. The proprietor,
with shops and services catering to adventurers. Hascal d’Ghallanda, has the Greater Mark of
The laborers and artisans who keep the district Hospitality and can give his favorite customers
running are usually ready to drop their daily access to his UIOVQÅKMV\UIV[QWV.
tasks and serve as hirelings. House Sivis maintains a small enclave in
The +TQ‫\ٺ‬WX)L^MV\]ZMZ¼[/]QTLis the Clifttop. In addition to the speaking stone, this
physical and social heart of the district. You don’t outpost specializes in translating exotic texts and
have to be a member of the CAG to get work providing legal services to adventurers in trouble
QV+TQ‫\ٺ‬WXJ]\Q\KMZ\IQVTaPMTX[<PMK]ZZMV\ with the law. Josilian Tarli d’Sivis is one of
leader of the guild is a dwarf named Sumara the best barristers in Sharn, though certainly one
Korranor, but she goes by Summer. If you’re of the most expensive.
part of the CAG, the DM and the players should Kavv’s is quieter than the Drunken Dragon,
work together to add additional details about but the food is far better. Saza and Taji Kavv
Summer: what are her traits and quirks? What’s are immigrants from the city of Stormreach in
an interesting encounter you’ve had with her, or Xen’drik, and use many exotic ingredients and
a story you’ve heard about her? spices the people of Khorvaire have never tasted.
Violence and crime are relatively rare in The Kavvs have many friends in Stormreach,
+TQ‫\ٺ‬WX#\PMUMUJMZ[WN\PM+)/][]ITTa and their insights and contacts could be useful to
handle any troubles that arise. However, the adventurers heading to Xen’drik.
district is under the jurisdiction of Watch The shops of the Mystic Market deal in
Commander Lian HalamarIPITÆQVO_PW magic items, whether locally produced or bought
runs the Daggerwatch garrison in Upper Dura. from explorers. The Mithral Blade produces
Halamar has no love for adventurers and is ÅVMIVL]VKWUUWV_MIXWV[IVLIZUWZWise
always happy to catch a member of the CAG on Wood buys and sells arcane focuses and other
the wrong side of the law. It’s generally assumed wands. The Moonlit Loom deals in magical
that Commander Halamar is working for the clothing; the Dragon’s Hoard sells wondrous
Boromar Clan, though he’s never committed the items; and Boldrei’s Tears and Good Spirits
Dura Watch to their struggles with Daask. are a source of reliable potions.

CHAPTER 6 | STARTING POINT: CLIFFTOP 151

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STARTING POINT:
KW]TLZMKMQ^MWVM\WÅ^MPMZWXWQV\[I[LM[KZQJML
on page 264 of the ,]VOMWV5I[\MZ¼[/]QLM.
Another twist that works well with a Morgrave
MORGRAVE UNIVERSITY campaign is to use story-based advancement
instead of standard XP. Level advancement
Morgrave University is the largest institute of could be based on time: player characters gain
learning in Breland. While it’s not as prestigious WVMTM^MTMIKP[MUM[\MZTM^MTQVO]XIN\MZÅVIT[
as Arcanix or the Library of Korranberg, Alternately, advancement could be tied to
Morgrave is known for its unorthodox methods IKPQM^QVO[XMKQÅKOWIT["AW]¼TTITTOIQVITM^MTI[
and hands-on style of teaching. If you want to long as your professor survives the expedition!
learn about the history of Sharn, what better See page 261 of the ,]VOMWV5I[\MZ¼[/]QLMfor
way than to explore the ancient ruins below the more information.
city? Critics say that Morgrave is a college of
tomb robbers, and much of its endowment does
come from the sale of artifacts recovered on its WHY ARE YOU HERE?
expeditions. As a Morgrave student, you’re not an adventurer
Morgrave University can be a useful resource yet. You’ve got talent, but you’re learning.
in any style of campaign. It’s an asset for sages Consider how your background ties into this.
conducting research and a source of potential As a noble, are you an entitled rich kid who
patrons. But it can also be the foundation of a thinks you’re better than everyone else? As an
campaign: heroic fantasy seen through the eyes urchin, did you somehow earn a scholarship,
of students at the university. or are you literally sneaking into your classes?
As a criminal, you could be the daughter
of a Boromar crime boss, or you might be an
SETTING THE TONE entrepreneur selling dreamlily to the nobles. A
A Morgrave campaign is a coming of age story charlatan could be a brilliant drama student
in a fantasy world. In between delving into ruins or an undercover spy trying to root out enemy
and uncovering demonic schemes, the player agents in the faculty. If you’re an entertainer
characters need to decide what to do with their you might be a prodigy whose talent is only just
TQ^M[P]UQTQI\M\PMQZZQ^IT[IVLÅO]ZMW]\_PI\ emerging. A Morgrave story is about coming of
to wear to the Crystalfall dance. You can play up age and unlocking your potential. So think about
the humor in this scenario, but it can be just as your background as a way to set up the person
dark as Callestan if you choose. you’re becoming, as opposed to representing
A Morgrave campaign isn’t driven by material adventures that you’ve already had.
wealth. Even when you go on expeditions, the
University will lay claim to most of the treasures
aW]ÅVL1V[\MIL\PMZM_IZL[WN5WZOZI^M
WHAT DO YOU WANT?
adventures are measured in relationships and in Figuring out what you want in life is one of the
learning. Can you earn a professor’s trust? Can main goals of a Morgrave campaign. As wizard
you get unrestricted access to the library stacks? you’ve got remarkable arcane talents. But what
Can you impress that mysterious stranger? are you going to do with them?
At the DM’s discretion, accomplishing these You can establish a grand goal from the
[WZ\[WN[QLMOWIT[KIVXZW^QLMKWVKZM\MJMVMÅ\[ beginning. Perhaps your wizard needs to master
A wizard who has access to the library may be magic to summon and destroy the demon that
able to swap one of their known spells at start killed your parents. The bard is determined to
of each session. As a simple reward, a character play on the Grand Stage. The paladin keeps
who accomplishes a meaningful personal goal PI^QVOILQ^QVM^Q[QWV°J]\_PI\LWM[Q\UMIV?

152 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY

Sebastian Kimble (Order #15417015)


But such goals should be something that guide connects the Commons to Dalannan Proper.
you down the path of knowledge—things that One side of this bridge holds little shops and
can evolve and change with your character. vendors catering to students, while the opposite
side is the standard place to display notices of
interest to students.
THE SHAPE OF THE DISTRICT
Morgrave University is located in Upper Menthis INTERESTING LOCATIONS
Plateau, where it occupies the aptly named
Upper Menthis is a center for entertainment,
University district. The university itself occupies
IVLIV]UJMZWN;PIZV¼[ÅVM[\\PMI\MZ[IZM
the massive Dalannan Tower; this includes a
located in the University District, including the
number of layers.
edgy Art Temple, more traditional Grand
• The tower is crowned by Lareth Hall,
Stage, and the legendary Kavarrah Concert
a beautiful domed structure than holds
Hall7NKW]Z[MNM_[\]LMV\[KIVI‫ٺ‬WZL\W
ILUQVQ[\ZI\Q^MIVLNIK]T\aW‫ٻ‬KM[
go to the Kavarrah, and they may go down to
• Classrooms and auditoriums occupy 5QLLTM5MV\PQ[NWZ\PMUWZMI‫ٺ‬WZLIJTM[PW_[
Dalannan Proper, the levels directly and dinner theater. Students feeling bold may
below the dome. descend as far as Lower Menthis, home to a wide
• The Dezina Museum of Antiquities ^IZQM\aWNQTTQKQ\MV\MZ\IQVUMV\[°QVKT]LQVO\PM
occupies a number of levels below XZQbMÅOP\[WN\PMBurning Ring. But for those
Dalannan Proper. This showcases many who stay close to home, here’s a little of what the
wonders recovered from Xen’drik and =VQ^MZ[Q\aLQ[\ZQK\PI[\WW‫ٺ‬MZ
other expeditions, though anything truly Detention. This tavern celebrates its
valuable tends to be sold by the university. reputation as a watering hole for the worst
students in Morgrave. There’s always an exotic
• The Morgrave University Library
drinking game or a lively debate on the current
stretches down below, with levels and levels
state of the Race of Eight Winds. Detention is
of stacks below the public reading rooms.
Z]VJaIPITÆQVO_PWKITT[PMZ[MTNBrandy. She
While the library has its limits—including
claims to be a excoriate, driven from House
a level of disorganization that results in
Ghallanda after refusing to water down her ale,
texts being randomly lost in the stacks for
but some say she’s the Ghallanda patriarch’s
decades—it is the most extensive collection
heir. The warforged bouncer Bumper keeps the
in Breland.
rowdiest students under control.
• Below the Library lie the Vaults. Golden Horn. This wealthy inn includes a
These hold crates of relics waiting to be library, a few large meeting rooms, and a small
catalogued, shelves of oddities deemed to concert hall. Rumors say that this is an outpost
have little monetary or academic value, and of the secret Circle of Song, a society of bards
a few heavily secured chambers holding and entertainers spread across Khorvaire;
artifacts deemed too valuable or dangerous others swear that House Thuranni and House
to be put on display. Phiarlan regularly send talent scouts to the
Breland Spire is adjacent to Dalannan Tower Golden Horn. Many aspiring musicians perform
and holds the standard student dormitories. The at the Horn in the hopes of being noticed by
Commons is a large open-air plaza situated one of these organizations.
atop Breland Spire. This massive rooftop garden The Great Hall of Aureon. Devoted to the
[MZ^M[I[I[XIKMNWZZMÆMK\QWVX]JTQKM^MV\[IVL Sovereign of Law and Lore, this grand temple is
UMIT[#^MVLWZ[I\\PMMLOMWN\PM+WUUWV[W‫ٺ‬MZ an architectural marvel as well as a sacred site.
a wide range of culinary options. A wide bridge Many scholars and sages make the pilgrimage

CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY 153

Sebastian Kimble (Order #15417015)


and spend one night in the Great Hall, hoping
that inspiration will strike them as they sleep;
[\WZQM[[Ia\PI\5MZZQ`L¼+IVVQ\PÅZ[\KWVKMQ^ML
of the warforged after spending the night in the
\MUXTM<PM[\I‫ٺ‬WN\PM\MUXTMIZMLM^W\ML\W
their faith—a rarity in Sharn—as well as to the
general acquisition of knowledge. Most priests
IZMIT[WM`XMZ\[QVIXIZ\QK]TIZÅMTLWN[\]LaIVL
are usually happy to share their knowledge with
students.
Honors. The counterbalance to Detention,
Honors is both bar, bookstore, and reading
room. Many of the more respectable faculty
members take their meals in Honors, and it’s a
OWWLXTIKM\WÅVLILMJI\MWV\PMKW[UWTWOaWN
Eberron or the morality of the Last War.

CLASSES AT MORGRAVE
Morgrave’s physical education classes cover
everything from acrobatics and athletics to
archery, dueling, and various other forms of
combat. The arcane studies program covers
the Arcana skill, as well as honing the abilities
of arcane casters. Divine magic can’t simply be
taught, but Morgrave has classes in theology and
religious history—essentially, the Religion skill.
While these classes may not make for
interesting adventures, Morgrave is famous for
its hands-on teaching style. This often involves
competitions against other students. It can also
involve a professor’s personal projects: ?PaLWV¼\
aW]KWUMPMTX_Q\P\PQ[KWVR]ZI\QWV' <Z][\UMVW\PQVO
_QTTOW_ZWVOOnce students have proven their
competence, it can involve expeditions—trips
into the Depths of Sharn, or even to distant
countries or lands.
Although Morgrave professors are experts
QV\PMQZÅMTL[\PQ[LWM[V¼\UMIV\PMaPI^MITT
the abilities of high level player characters! Just
because that conjuration professor can perform
a summoning ritual doesn’t mean he can cast
ÅZMJITT. Always remember that XTIaMZKPIZIK\MZ[IZM
M`KMX\QWVIT—and as that talent begins to show,
people are sure to take an interest in you.

154 CHAPTER 6 | STARTING POINT: MORGRAVE UNIVERSITY

Sebastian Kimble (Order #15417015)

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