Page 174 - Eberron -Rising from the Last War_Neat
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UP E R TAVICK'S LANDING You need a license to carry a weapon in Upper Tav
ick's Landing. It costs only 5 gp, but you have to plead
This ward is effectively a self-contained city catering to your case to a clerk. Any Blademark or member of the
the nobles that live there. It has fine housing, skilled ser watch can demand to see your license and might con
vices, a luxurious mercantile district, and even an entire fiscate unauthorized weapons. You also need a license
district-Sunrise-designed for the servants of the no to cast spells in the ward. It costs 10 gp, and you must
bles. The services and lodging in Sunrise accommodate specify the spells you intend to cast. A fine can be levied
those with poor or modest lifestyles, as opposed to the for any unauthorized use of magic. To get licenses for
higher-priced goods found elsewhere in the ward. weapons or spellcasting, you'll have to go to the court
For those willing to put up with its restrictive laws, house in the Twelve Pillars district.
Upper Tavick's Landing has many fine features. Another law requires inhabitants to dress "in a man
Wyredd's Spirits is the best source for wine in Sharn. ner that upholds the solemn dignity of this proud ward."
The shop Crystals of Deni on buys and sells rare magic Blademarks and officers of the watch can choose how
items, though it only has a handful of such items at any they interpret this. T y pically, armor is considered in
given time. Transmutation is a renowned beauty salon appropriate unless you're tied to House Deneith or the
providing both mundane and arcane services. House Sharn Watch, or you've served with the Brelish military.
Deneith maintains a fortified garrison and training facil Anyone in contempt of this law is escorted out.
ity in the Copper Arch district. Any sort of unruly behavior-fighting, shouting in the
streets, and the like-brings a fine of up to 5 gp and tem
THE LAws OF UPPER TAvicK's LANDING porary expulsion from the ward.
During the war, fears of attacks by foreign agents re
sulted in the establishment of a number of laws here M I DDLE TA I C K 'S LA D I N G
N
V
that affect visitors, including adventurers, to this day.
The soldiers of House Deneith have full authority Unlike the upper ward, Middle Tavick's Landing wel
to act as agents of the Sharn Watch in Upper Tavick's comes travelers and tourists. The ward features a host
Landing, and staff of Deneith's elite Blademark merce of lively taverns and excellent inns. The Cornerstone is
naries maintain checkpoints at the district's edges. a huge arena that hosts events ranging from circuses to
liousE JORASCO's
liouse OF liEALING IN
M I D DLE TAv 1cK's LANDING
)
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