Page 131 - Wayfinders Guide to Eberron
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Sharn stands above the Dagger River. It’s an
            THE SHAPE OF SHARN                                   important port for anyone dealing with Aerenal,
                                                                 Xen’drik, or Sarlona. Mountains line the shores
            When you live on the inside low, you never see the
                                                                 of the Dagger, and Sharn can’t spread out… so
            sun. People hear ‘towers’, they think of graceful    instead it’s grown ever upward.
            little spires, the sort of thing you see poking up in   ;PIZV Q[ JZWSMV QV\W Å^M ¹Y]IZ\MZ[º" +MV\ZIT

            the corner of your lord’s keep. We’ve got those, and   Plateau, Dura, Menthis Plateau, Northedge, and
            lots of ‘em. But the foundation of the city is the   <I^QKS¼[ 4IVLQVO  -IKP WN \PM[M Y]IZ\MZ[ Q[ I P]J
            core towers. The walls of these towers are so thick,   of massive core towers. A web of bridges and
                                                                 platforms connects these vast spires, and a host
            aW] KW]TL Å\ aW]Z TWZL¼[ MV\QZM KI[\TM QV WVM
                                                                 of smaller turrets sprout from the edges of the
            You’ve got your outside districts where you get the   core towers. The district of Skyway ÆWI\[ IJW^M

            open air, built on the bridges and platforms that    the highest towers, while the tunnels of the Cogs
            connect the core towers together. You’ve got the     stretch out below the lower city.
                                                                   Sharn is a vertical city, and height is a simple
            little turrets, built on the core tower walls and the
                                                                 QVLQKI\WZ WN [\I\][ IVL _MIT\P  -IKP Y]IZ\MZ
            bridges between. You’ve got the folk in the middle,
                                                                 is roughly divided into three levels, and the
            who live and work in the walls themselves. And       KWUJQVI\QWV WN Y]IZ\MZ IVL TM^MT LMÅVM[ I
            then you’ve got those of us on the inside, our       ward. Thus, wards include Lower Dura, Upper
            districts entirely contained in the hollow well of   Central, and Middle Menthis. This distinction
            a great tower. You look up in Callestan, you see     gives a general sense of the tone of a ward.
                                                                   •  Upper wards are home to the wealthy
            twinkling lights, to be sure. But those aren’t stars,
                                                                      IVL XW_MZN]T  0MZM aW]¼TT ÅVL \PM ÅVM[\
            and that isn’t the sky. You’re looking up through
                                                                      goods and the most expensive services. The
            a mile of bridges and platforms crossing the well,        \aXQKIT Y]ITQ\a WN UMIT[ IVL QVV[ Q[ _MIT\Pa
            looking up at the districts above you.                    or aristocratic, and rough adventurers may
                                                                      be treated with suspicion. Violence is rare;
            You live up high, you can touch the sky. In the
                                                                      the City Watch is active in these areas, and
            middle you can still see the sun. Down on the
                                                                      if they’re corrupt, they’re at least taking
            inside low, all we have is gloom and the constant         bribes from people richer than you.
            LZQX  _I\MZ IVL _WZ[M ÆW_QVO NZWU LW_V NZWU \PM
                                                                   •  Middle wards are home to the middle
            streets above us.                                         KTI[[M[  0MZM aW]¼TT ÅVL J][\TQVO UIZSM\[
            Sharn is the largest city in Khorvaire, with a            and taverns, along with a wide range of
            permanent population of approximately 210,000             entertainment and housing. Services range
            people. Humans make up about a third of that              from modest to comfortable, with a few
            number, and dwarves are a sixth of it; the rest           wealthy-grade options tucked away. The
            is a blend of every race found across Khorvaire.          City Watch has a presence, but not as
            0ITÆQVO[  MT^M[  IVL OVWUM[ PI^M I [QOVQÅKIV\             strong as in the upper districts.
            presence in the city, but even kalashtar and           •  Lower wards house the hard-working
            changelings have communities in Sharn. Beyond             laborers, but they’re also home to the
            the permanent population, tens of thousands of            destitute and the desperate… refugees
            people pass through Sharn every day. Refugees             who’ve lost everything in the war, orphans
            NZWU \PM _IZ [\QTT ÅVL \PMQZ _Ia \W ;PIZV  ITWVO          and urchins who never had anything to
            with tourists, spies, merchants, and people               begin with. Modest services can be found,
            PWXQVO \W ÅVL \PMQZ NWZ\]VM QV \PM OZIVLM[\ KQ\a QV       J]\ W^MZITT \PM TW_MZ LQ[\ZQK\[ IZM [Y]ITQL
            Eberron.                                                  IVL XWWZ# I ^Q[Q\WZ QV ÅVM KTW\PM[ UQOP\
                                                                      attract unwanted attention. The City


                                                                               CHAPTER 6 | THE SHAPE OF SHARN      131
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