Sharn

Sharn is called The City of Towers because its great towers raise a mile into the sky. In truth the highest portion of the city floats above the rest on magical cloud stuff. Skycoaches zip about, carrying people across the city while airships soar above importing their exotic cargos. People stroll across the bridges that span the great chasms as they make their way to any of the wondrous shops or businesses that inhabit the city. Bridges and magical lifts are all across the place and winding through the towers in a latticework that dazzles all newcomers. The towers are packed with homes and every kind of business imaginable. People of all races and nationalities can be found here. There is no place on Eberron like Sharn.
But this all hides the city’s seedy underside. Only the rich and powerful live in the nicest portions of the city. The common peasants are forced into gutters forced to look up to the sky above and hope. Goblinoids and other monstrous races are confined to the lowest portions with the destitute humans. The corrupt members of the watch only care to protect the rich and have little trouble extorting the poor. All of society’s vices and depravities can be found in the tower shadows. Dreamlily dens, brothels, and gambling halls all cater to the base needs of men. Mad cults, murders, and rapist all walk the streets. This is what hides in the shadows of the City of Towers.

About Sharn:
Sharn’s towers raise almost a mile into the sky. People live and work inside the towers. Balconies adorn the place and even extend into open streets. Bridges span the expanses to connect the towers. The highest levels of the city are not even connected to the ground, but float on magical cloud stuff above the rest of the city. Magical lifts allow people to travel between the levels of the city. Skycoaches can be hired for quicker travel and some people can afford crystalline discs called soarsleds for personal transportation or other extravagant means of flying though the city. The city is built in a manifest zone to the plane of Syrania, the Azure Sky. That is what allows the city and its wonders to exist. The city is built on a plateau on the Dagger River and its eastern tributary, the Hilt. On the other sides it is bordered by tall cliffs. Bellow the city are active lava pits. The city sits on the edge of the jungle known as the King’s Forest. Sharn is on the southern part of Khorvaire so it is in a tropical climate. It does not always rain in Sharn, but few days go by without precipitation. Sun and cool breezes keep the weather fair in the upper city while the lower levels are often humid.

Sharn’s History:
Thousands of years before humans arrived in Khorvaire, the goblinoids of the Dhakaani Empire built the city of Ja’shaarat. Humans arrived after the Daelkyr War and found the ruins of the city. Malleon the Reaver led humans to the city. They enslaved the remaining goblins, rebuilt the city, and named it Shaarat. Breggor, who ruled what would become Breland, demanded that the city bow to him. When the city refused, Breggor’s mages razed the city. Breggor had the city rebuilt yet again and renamed it Sharn. For eight hundred years Sharn grew. During the War of the Mark, Lord Halas Tarkanan gathered the persecuted bearers of aberrantmarks and led them to Sharn. After four years, Lord Tarkanan would loose to the Dragonmarked Houses. He and the Lady of Plague used all of their power to destroy Sharn as their enemies closed in. For five hundred years the city was abandoned. When Galifar I concurred the Five Nations, he had Sharn rebuilt. House Cannith was instrumental to this. Sharn is now the largest city on Khorvaire. It is a center of trade and intrigue. It is renowned as the Gateway to Xen’drix. They say, “If it can be bought, it can be bought in Sharn.”

Quarters, Wards, and Districts:
Sharn is divided into quarters, wards, and districts. Quarters are the largest and there are nine of them. Most wards have are divided based on the general nature of the ward. In most of the quarters are three wards. The wards mark the vertical strata of the city. Upper wards are of are usually nicer and cater to the rich. The middle wards are more low key and accessible to the general public. The lower wards are often the city’s slums. Inside each quarter’s wards are districts. Districts are basically neighborhoods where similar people live or businesses are conducted.

Central Plateau: Central Plateau is the heart of Sharn. It is the seat of Sharn’s government and the heart of commerce. The Dragonmarked Houses have their enclaves here. It is also the location of foreign embassies. It is highly desired as a residential area and has a bustling market.
Upper Ward Districts:
1. Highest Towers: City government and airship docks.
2. Korrranath: Has the Kundarak Bank of Sharn.
3. Korran-Thiven: Finances and has Wayfinder Foundation office.
4. Mithral Tower: Wealthy residential.
5. Platinum Heights: Expensive shops. Aurora Gallery is a magical item auction. Sannid’s Restaurant is famous for whine.
6. Skyedge Park: The Gatehouse is the location of Gatekeepers in the city.
Middle Ward Districts:
1. Ambassador Towers: The Brelish Museum of Fine Art, The Citadel (jail and local home of the Knights of the Citadel), and Athania’s Companions (high end escorts, and rumored information)
2. Dava Gate: Professionals district.
3. Dragon Towers: The Dragonmarked Enclaves and House Tarkanan.
4. Sovereign Towers: Impressive temple district.
5. Sword Point: Sword Point Garrison is responsible for the Sharn Watch in Central Plateau and Northedge, though the commander focuses upper and middle Central Plateau.
6. Tradefair: The Tradefair Market is a popular open air market for common goods.
Lower Ward Districts:
1. Boldrei’s Hearth: Inn district.
2. Granite Halls: Shops and art galleries. Sava’s Gallery is run by city council woman Sava Kharisa.
3. Myshan Gardens: Average residential.
4. North Towers: Shops and many book stores.
5. Olladra’s Kitchen: A quiet and calm tavern and restaurant district. Ellfate’s Eatery is a popular place.
6. Vallia Towers: An average residential area with a high number of half-elves.

Cliffside: Cliffside ward is on the lower edge of Durra. It is a busy waterfront district and known for being very low class.
Districts:
1. Grayflood: A seedy waterfront district.
2. Mud Caves: A shanty town built into the side of the cliffs. It is home to destitute humanoids, goblinoids, ogres, orcs, and even a few trolls.
3. Sharn’s Welcome: A low quality red light district with a reputation for robbery and murder.
4. Ship’s Towers: A waterfront district where some the buildings float on the water.

Dura: One of the oldest and largest sections of Sharn, Dura is also one of the poorest. It is home to many of Sharn’s lower class. A lot of trade flows through Durra because it is at the edge of the Dagger River. The Race of Eight Winds is a major part of the local culture.
Upper Ward Districts:
1. Clifftop: This adventurer’s district provides a wide variety of services. The Mystic Market houses a variety of magic shops and white tower of the Esoteric Order of Aureon. In the Augury, located in the mystic market section, specializes in information magic. The Clifftop Adventurer’s Guild has a better reputation than there rivals in the Deaths Explorer’s Club. The Drunken Dragon is a popular adventurer’s tavern. The wizard’s circle know as The Esoteric Order of Aureon is located here. Barristers, message stations, inquisitives, healers, and adventuring equipment can all be found here.
2. Daggerwatch: Daggerwatch Garrison houses the local watch. The Red Cloak Battalion is also located here.
3. Highhold: Dwarven neighborhood.
4. Highwater: A nice residential area.
5. Hope’s Peak: A temple district of reasonable devotion, though those that know how can buy a divine miracle. The Citadel of the Sun is the newest temple to Dol Arrah. Olladra’s Arms is considered one of the finest restaurants in Sharn.
6. Overlook: An apartment and townhouse district with a large Adaran and Kalashtar population. The Shrine of il-Yannah and The Gathering Light are important communal gathering spots.
7. Redstone: Contains a variety of shops and honest trades.
Middle Ward Districts:
1. The Bazaar: The largest market in Sharn, but it also has the highest level of crime. The quality of items cannot be guaranteed. Fences and pawn shops abound. The Caerlyn’s Blade, a Valenar mercenary troop, uses The Bazaar as a base of operation.
2. Broken Arch: An average residential area that sports a few manor houses to some of Sharn’s lesser families.
3. Hareth’s Folly: This tavern district is most well known for the bizarre, yet astounding, construction of it’s towers, it is said that the designer, Hareth ir’Talan, was said to have been mad. The Hollow Tower was Sharn’s first aerial arena. The King of Fire is the largest tavern and gambling den in the district and is famous for the illusionary fire that adorns it.
4. Rattlestone: Average and poor residential area. The watch is made up of locals so the locals are relatively safe, though outsiders are less so.
5. Stormhold: Average residential area with the remnant of the wealthy before Skyway.
6. Tumbledown: A tenement district. Gnolls run a dreamlily den.
7. Underlook: Once a popular center of nightlife, this inn district has decayed. Ghallanda Hall is an exceptionally upscale inn. Other services such as inquisitives can be found here. Information Acquisition is a capable inquisitive service run by a member of House Tharask.
Lower Ward Districts:
1. Callestan: A low class inn district. The Cracked Mirror is an inn frequented by shapechangers. Silvermist is a dream parlor and dreamlily den run by the Boromar Clan.
2. Fallen: A slum where mad “Ravers” roam. Blackstone Church is the only point of light.
3. Gate of Gold: A rundown tenement district that long ago was home to the founding families of Sharn.
4. Malleon’s Gate: This rundown district is home too much of Sharn’s goblin population. Ogres, harpies, and Medusas also make their home here.
5. Oldkeep: Lower class apartments and illegal trades.
6. Precarious: The skydocks extend over the Dagger River. Magic cranes and lifts hoist cargo up from Cliffside. The watch maintains a small garrison to protect trade, people are less of a concern. Dar San is a Riedran ran area. House Kundarak owns five warehouses.
7. The Stores: A warehouse district that is a bit more dangerous than Precarious. The Boromars have an interest here so there are lots of Halflings.

Menthis Plateau: Menthis Plateau is the center of Sharn’s entertainment hub. Its arts, crafts, and shows draw people from all over the city. It is one of the most diverse areas of Sharn. It is also the home of Morgrave University.
Upper Ward Districts:
1. Den’iyas: Known as Sharn’s Gnome neighborhood, it is a good place to gather information. Davani Fine Tailoring is specialized in glamerweave. Khavish Theater is one of the more famous theaters and tends to appeal to gnomes and other small races.
2. Ivy Towers: An average residential area that is home to many of the university’s professors.
3. Platinate: A wealthy residential area that has many retired explorers and adventures from Xen’drix that gives it a quirky feel.
4. Seventh Tower: High class shops and restaurants. Galdin’s Garden is one of the finest restaurants in Sharn. The top level of Thurias Tower is called little Xen’drix because of six antique dealers there that specialize in Xen’drix relics.
5. University District: A district that has done well to blend the thirst for gold and learning. Art Temple, Grand Stage, and Stargazer Theater are the three major theaters of the area. Kavarrah Concert Hall and the Sharn Opera House are also major attractions. Morgrave University owns most of the districts buildings and takes up most of Dalannan Tower and is topped with the enormous dome of Lareth Hall. Its Dezina Museum of Antiquities is the finest collection of Xen’drix artifacts in Khorvaire. The Morgrave University Library, Great Hall of Aureon, and Lareth Hall are also notable sites.
Middle Ward Districts:
1. Cassan Bridge: A shop district only notable for the number of human immigrants from the Shadow Marches.
2. Everbright: A magic district that is a good place for adventures to shop. It is largely a law abiding community and the best place to find high level spellcasters.
3. Little Plains: A Halfling district with many immigrants from the Tallenta Plains. The towers look like they are inside out. Gnomes and other small races also live here.
4. Smoky Towers: A theater district that tends to be a mix of burlesque and classic theater.
5. Warden Towers: The home of the Menthis Plateau watch garrison. It also has a small Lhazaar immigrant community.
Lower Ward Districts:
1. Center Bridge: A relatively quiet residential district considering its neighboring districts. University students share inexpensive housing here.
2. Downstairs: A rowdy tavern district. The Diamond Theater adds a bit of sophistication to the ward and the Four Sails restraint is considered a hidden dining treasure.
3. Firelight: A red light district that has managed to keep at least moderate reputation as a socially acceptable place to have fun and gamble. It safer that the other red light districts. The Burning Ring is mobile gladiatorial ring. Lucky Nines is a casino that uses lots of magic. Savia’s is the most elegant bordello in the district.
4. Forgelight Towers: A quiet residential area.
5. Torchfire: A theater district with a penchant for racy comedies and rowdy crowds. Gailan’s is an exception to the rule and a good place for dinner theater. Ten Torches Theater is noted as the bottom of the barrel in theater, but always is packed due to cheap tickets and decent entertainment even if the crowd is a bit rough.

Northedge: Northedge is fairly quiet. It is a primarily a residential district for craftsmen, artisans, and commoners. It is a good place to find some specialists here. It is a good place for adventurers looking to set up a quiet home.
Upper Ward Districts:
1. Sha Lias: An elf neighborhood for Aerenal elves. The Gates of Passage is temple, crypt, and embasy for the Undying Court. It has notable Aerenal style businesses, restraunts, and apoticaries.
2. Crystal Bridge: A wealthy residential area. It has a few noteworthy residents.
3. Oak Towers: A wealthy residentaial area. Stormwind Keep is the home of Dantain d’Lyrander, the second in influence in the house.
Middle Ward Districts:
1. Holdfast: A close knit dwarven neighborhood, it has little conection to the Mror Holds: A good place for Brealish Dwarves to look for weapons.
2. High Hope: A temple district that is less corrupt and more spiritual and pius than Soverighn Towers. Coldflame Keep is the temple to the Silver Flame, but is aging. Daca’s Watch is where the gnome, Daca, offers advice to those in need.
3. Oakbridge: An average residential area. The Bright Wind is home to the well liked Milana family.
Lower Ward Districts:
1. North Market: A market district with simple trades. It is home to a lot of shifters. The Shrine of Fathen the Martyr is a good place for followers of the Silver Flame to visit, but is unpopular with shifters. The Bear’s Rest and The Rat’s Nest catter to shifters. The Horse and Hearth is a Ghalladra inn.
2. Stoneyard: A residential district with a lot of shifters and parks.
3. Longstairs: An apartment district.

Skyway: Skyway floats high above the rest of the city.
Districts:
1. Azure: Opulant homes and fancy restraunts. Cloudpool Park lets people look down on the city.
2. Brilliant: Like Azure. Home of the Tain Mannor.

Tavick’s Landing: Tavick’s Landing is the gateway into Sharn. It is where the lightning rail and roads lead into the city. The upper ward has laws restricting who can enter it.
Upper Ward Districts:
1. Copper Arch: Offers a variety of professionals. The Blademark’s maintain a garrison there.
2. Dalan’s Refuge: An opulent neighborhood where you need a petition to move in.
3. Ocean View: A wealthy residential area. The Gray House is oldest manor in the district.
4. Pinnacle: A temple district that is more social than religious.
5. Silvergate: A shop district. A place to buy expensive items.
6. Sunrise: A clean, if less oppulant residential district.
7. Twelve Pillars: A district for skilled trades. The Twelve Pillars Courhouse is where you have to go to get permits for Upper Tavick’s Landing.
Middle Tavick’s Landing:
1. Cornerstone: A tavern and inn district that is slightly more upscale than Dragoneyes. The Cornerstone is a massive sporting arena. Shifters may wish to visit Stone Trees and Tooth and Nail.
2. Dancing Shadows: An inn district that tends to cater to common people.
3. Deathsgate: A less savory adventurers’ quarter. Home to the Deathsgate Guild and the Guild of Starlight and Shadow.
4. Graywall: A close-knit Karn community. Many of the people are common Blood of Vol worshipers. The Sharn Watch is not welcome here.
5. Kenton: A reasonable apartment district with a high shifter population.
6. Little Barrington: A peacefull middle class residential district.
7. Tavick’s Market: Just above Terminus, lots of produce and common goods are sold here.
Lower Tavick’s Landing:
1. Black Arch: A garrison district. All traffic must pass through Black Arch to get to the upper wards. House Jorasco, Sivis, and Orien have services here.
2. Cogsgate: A warehouse district. House Deneith and Kundarak have services here.
3. Dragoneyes: Red light district with lots of changelings.
4. Foundation: A poor residential district.
5. High Walls: A refuge slum with a lot of Cyrans.
6. Terminus: Has the lightning rail station and is where merchants come in.
7. Wroann’s Gate: The enterance from the old road, sees more local trafic.

The Cogs: Bellow the Sewers and the Depths, the Cogs is the industrial part of the city. There is no watch detail stationed there.
The Upper Cogs:
1. Ashblack: Industrial district includes the Cannith Forgehold. Keldoran Forge is a good place to get goods.
2. Blackbones: Industrial district that has the Pool of Onatar’s Tears, a sacred place for crafting, and the Red Hammer, an inn for warforged.
3. Khyber’s Gate: A goblin and monster district mainly. Has a temple of the Six and is a place to meet Dassk.
The Sewers: The sewers are under the Lower City and have no lighting. There are some gangs there.
The Depths: The Depths are the ruins of the old city that Sharn is built on. There are things still hidden there.

City of the Dead: This is where the dead are entombed. There are few living residents. It lies outside the manfest zone.
1. Dragon Crypts: Overlooks Durra and North Edge. Warden Tower is encharge of protecting the dead.
2. Halden’s Tomb: Overlooks Tavic’s Landing and has a temple of the Keeper.

Quick Find:
Watch Garrisons: Daggerwatch of Upper Dura, Sword Point of Middle Central Platue, Warden Towers of Middle Menthis, and Blackarch of Lower Tavick’s Landing.
Magic Shops: Upper Central 5, Upper Dura 1, Middle Menthis 2, Upper Tavick 5
Weapons & Armor: Upper Dura 1, Middle North 1, Upper Coggs 1
Goods: Middle Central 6, Lower Central 2, 4, Upper Dura 1, 7, Middle Dura 1, Upper Menthis 1, Middle Menthis 1, Upper Tavick 5, Middle Tavick 7
Inns & Taverns: Lower Central 1, Upper Dura 1, Middle Dura 2, 7, Lower Menthis 2, Lower North 1, Middle Tavick 1, 2, 3,
Food: Lower Central 5, Upper Dura 1, 5, 6, Upper Menthis 4, Skyway 1,
Brothels: Middle Central 1, Cliffside 3, Lower Menthis 3, Lower Tavick 3

Sharn

Eberron: Gangs of Sharn justicar347