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
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             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


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                liouse OF liEALING  IN
                M  I D  DLE TAv 1cK's  LANDING
























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