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Published by battlemaster198, 2022-11-28 18:51:47

Wayfinders Guide to Eberron

Wayfinders Guide to Eberron

Keywords: Dungeons & Dragons,Dungeons & Dragons 5e

THE MARK OF MAKING diletante who has so far squandered your arcane
\ZIQVQVO ?QTT aW] ÅVL X]ZXW[M QV aW]Z TQNM I[ IV
“My house built the modern world. Orien may adventurer? Or will the house demand that you
drive the lightning rail, but it’s Cannith who live up to the duties of your rank?
builds the cars and lays the stones it travels on.
Cannith makes the everbright lanterns hold the +ZQUQVIT )Z\QÅKMZ Your parents were
night at bay. Smith, carpenter, alchemist—the excoriated from House Cannith for engaging in
best all carry my seal.” forbidden research. They died when you were
young. You’ve never learned what they were
— Baron Merrix d’Cannith working on. But you inherited their talent for
IZ\QÅKM IVL aW]¼^M JMMV PQLQVO QV \PM [PILW_[ WN
The bearer of the Mark of Making can mend Sharn. It’s time to pursue your parents’ legacy.
broken things with a touch and imbue a weapon
_Q\P \W]KP )V IZ\QÅKMZ WZ I _QbIZL _QTT OM\ \PM MARK OF MAKING TRAITS
UW[\ W]\ WN \PM UIZS J]\ IVaWVM KIV ÅVL I ][M
for an enchanted blade. If your human character has the Mark of Mak-
ing, the following traits replace the human’s Abil-
HOUSE CANNITH ity Score Increase trait in the Player’s Handbook.

House Cannith forgeholds use streamlined forms Ability Score Increase. Your Intelligence
of production to quickly produce common goods. score increases by 2, and one other ability score
Even independent artisans often learn their trade of your choice increases by 1.
at Cannith academies and adhere to Cannith
standards. The House of Making builds the tools Artisan’s Intuition. When you make an
the other houses rely upon, and it has always Arcana check or an ability check involving arti-
been the unspoken leader of the Twelve. san’s tools, you can roll a d4 and add the number
rolled to the ability check.
The Last War was a time of opportunity for
Cannith. Every nation wanted weapons and Maker’s Gift. AW] OIQV XZWÅKQMVKa _Q\P WVM
warforged, along with mundane arms and armor. type of artisan’s tools of your choice.
The war raised the house up and then tore it
down. House Cannith was based in Cyre, and the Spellsmith. You know the mending cantrip.
Mourning destroyed the house leadership and key You can also cast the magic weapon spell with this
NIKQTQ\QM[ 6W_ \PZMM JIZWV[ RWKSMa \W ÅTT \PM TMIL- trait. When you do so, the spell lasts for 1 hour
ership vacuum: the alchemist Jorlanna of Fairhav- and doesn’t require concentration. Once you
en, weaponsmith Zorlan of Korth, and warforged cast the spell with this trait, you can’t do so again
innovator Merrix of Sharn. It remains to be seen ]V\QT aW] ÅVQ[P I TWVO ZM[\ 1V\MTTQOMVKM Q[ aW]Z
whether one of these leaders will unite the house, spellcasting ability for these spells.
or if it will shatter under the strain. If you’re an
heir of House Cannith, you should decide which Spells of the Mark. If you have the Spellcast-
of these barons you serve—or if you have other ing or the Pact Magic class feature, the spells on
ideas about the future of the house. the Mark of Making Spells table are added to the
spell list of your spellcasting class.
DRAGONMARKED CHARACTERS
DƒÙ» Ê¥ Dƒ»®Ä¦ ^֛½½Ý
Some characters with the Mark of Making:
Noble Wizard. Born to one of the most ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ

powerful families in House Cannith, you’re a ϭƐƚ ŝĚĞŶƟĨLJ͕ dĞŶƐĞƌ͛Ɛ ŇŽĂƟŶŐ ĚŝƐŬ

ϮŶĚ ĐŽŶƟŶƵĂů ŇĂŵĞ͕ ŵĂŐŝĐ ǁĞĂƉŽŶ

ϯƌĚ ĐŽŶũƵƌĞ ďĂƌƌĂŐĞ͕ ĞůĞŵĞŶƚĂů ǁĞĂƉŽŶ

4th ĨĂďƌŝĐĂƚĞ͕ ƐƚŽŶĞ ƐŚĂƉĞ

5th ĐƌĞĂƟŽŶ

CHAPTER 4 | THE MARK OF MAKING 101


THE MARK OF PASSAGE DRAGONMARKED CHARACTERS

“We get things where they need to go. It doesn’t Here are examples of characters with this mark.
matter if it’s a letter, a person, or a hundred tons of Outlander Ranger. You’re a courier who
steel. Whether we have to cross mountains, rivers,
WZ \PM 5W]ZVTIVL Q\[MTN 7ZQMV ÅVL[ I _Ia ” specializes in dangerous deliveries to exotic
locations. Your assignments take you into the
— Bali d’Orien, veteran courier wilds, the Mournland, and worse. Hopefully you
PI^M I \MIU WN KIXIJTM NZQMVL[
The Mark of Passage governs motion, allowing
its bearer to move with uncanny speed and Rogue Urchin. You grew up as a foundling
precision. Running, leaping, climbing—the Mark in the worst slums of Sharn. For you, the city
of Passage enhances every form of movement. is a vast vertical jungle, and you love climbing
The bearer of the mark can even slip through towers and leaping between bridges. You value
space, leaping from point to point in the blink of friendship and freedom. You’re more interested
an eye. in having fun and helping your companions than
QV RWQVQVO ]X _Q\P [WUM [\]‫ٺ‬a PW][M
HOUSE ORIEN
MARK OF PASSAGE TRAITS
The House of Passage manages land
transportation. The Lightning Rail is the house’s If your human character has the Mark of Pas-
most dramatic tool, but Orien runs caravans sage, the following traits replace the human’s
and coaches across the length of Khorvaire. Ability Score Increase trait in the Player’s Hand-
Dragonshard focus items ensure that the fastest book.
vehicles are those driven by heirs with the Mark
of Passage, but the house also licenses unmarked Ability Score Increase. Your Dexterity score
teamsters. The Courier’s Guild of House Orien increases by 2, and one other ability score of your
delivers mail and packages and has a branch that choice increases by 1.
handles more covert and dangerous deliveries.
Courier’s Speed. Your base walking speed
Orien has dominated transportation for increases to 35 feet.
centuries, but now the house is facing challenges.
The Mournland is a dramatic obstacle for Intuitive Motion. When you make a Dex-
ground transportation, and the expanding role terity (Acrobatics) check or any ability check to
of Lyrandar airships threatens Orien’s business. operate or maintain a land vehicle, you can roll
Long distance teleportation is a service only the a d4 and add the number rolled to the ability
strongest Orien heirs can provide. Now Orien, check.
seeking to expand its use of teleportation, is
_WZSQVO _Q\P +IVVQ\P \W ÅVL _Ia[ \W ]VTWKS Magical Passage. You can cast the misty step
and enhance this ultimate gift of the Mark spell once with this trait, and you regain the abili-
of Making. Orien heirs may be caught up in \a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ Dexterity
these experiments or in the rivalry with House is your spellcasting ability for this spell.
Lyrandar, or they may stay close to the ground
and just keep moving. Spells of the Mark. If you have the Spellcast-
ing or the Pact Magic class feature, the spells on
102 CHAPTER 4 | THE MARK OF PASSAGE the Mark of Passage Spells table are added to the
spell list of your spellcasting class.

DƒÙ» Ê¥ WƒÝ݃¦› ^֛½½Ý

^ƉĞůů >ĞǀĞů ^ƉĞůůƐ

ϭƐƚ ĞdžƉĞĚŝƟŽƵƐ ƌĞƚƌĞĂƚ͕ ũƵŵƉ

ϮŶĚ ŵŝƐƚLJ ƐƚĞƉ͕ ƉĂƐƐ ǁŝƚŚŽƵƚ ƚƌĂĐĞ

ϯƌĚ ďůŝŶŬ͕ ƉŚĂŶƚŽŵ ƐƚĞĞĚ

4th ĚŝŵĞŶƐŝŽŶ ĚŽŽƌ͕ ĨƌĞĞĚŽŵ ŽĨ ŵŽǀĞŵĞŶƚ

5th ƚĞůĞƉŽƌƚĂƟŽŶ ĐŝƌĐůĞ


THE MARK OF SCRIBING part detective, part spy. Always keep your eyes
open for leads and see where they take you.
“Communication is the foundation of civilization.”
Sage Wizard. You started out as a scribe and
— Lysse Lorridan d’Sivis, discovered a talent for arcane magic and a love
House Matriarch of history. You’re eager to explore ancient ruins
and lost civilizations, and you’re especially inter-
The Mark of Scribing deals with communica- ested in uncovering old records, spellbooks, and
tion—both the written and spoken word. A gnome ancient lore.
who bears the mark can feel words as though
they are living creatures, struggling to make their 0MZUQ\ ?IZTWKS /ZMI\ 7TL 7VM The
meaning known. The mark provides a range of Mark of Making allows you to read the code of
gifts. It translates languages, but it also allows its reality itself, to understand voices no one else can
bearer to communicate with others at a distance. hear. You have no interest in the business of your
house; you are on a grander quest, unraveling a
HOUSE SIVIS secret that lesser minds can’t comprehend. Your
patron could be a daelkyr or your mark may tru-
The gnomes of House Sivis facilitate communi- ly be connecting you to some primordial force.
cation. This is seen most literally in speaking stones,
magic items allowing a Sivis heir to send a short MARK OF SCRIBING TRAITS
message to another speaking stone; House Siv-
is’s network of message stations is the backbone If you’re a gnome with the Mark of Scribing, you
of long-distance communication. But Sivis also have this subrace, with the following traits.
trains and licenses scribes, notaries, interpreters,
cartographers, barristers, heralds, bookbinders Ability Score Increase. Your Charisma
and more. House Sivis has an especially close score increases by 1.
relationship with House Kundarak, as Kundarak
letters of credit must be notarized with a Sivis Gifted Scribe. When you make an Intelli-
arcane mark. gence (History) check or an ability check using
calligrapher’s supplies, you can roll a d4 and add
House Sivis has taken great pains to maintain the number rolled to the ability check.
the trust of its clients and takes a position of ab-
solute neutrality in all disputes, whether between Scribe’s Insight. You know the message can-
houses or nations. Gnomes have a natural love trip. You can also cast comprehend languages once
WN QV\ZQO]M IVL \PM LQ‫ٺ‬MZMV\ NIUQTQM[ _Q\PQV \PM with this trait, and you regain the ability to cast
house often engage in subtle schemes and feuds, Q\ _PMV aW] ÅVQ[P I [PWZ\ WZ TWVO ZM[\ ;\IZ\QVO
but these are never allowed to threaten the house at 3rd level, you can cast the magic mouth spell
as a whole. Sivis gnomes are typically friendly, with this trait, and you regain the ability to cast
curious, and engaging; but that kindly exterior Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ 1V\MTTQOMVKM Q[ aW]Z
may conceal a scheming mind. spellcasting ability for these spells.

DRAGONMARKED CHARACTERS Spells of the Mark. If you have the Spellcast-
ing or the Pact Magic class feature, the spells on
Here are examples of characters who carry the the Mark of Scribing Spells table are added to
Mark of Scribing. the spell list of your spellcasting class.

0W][M )OMV\ *IZL The Draconic Prophecy DƒÙ» Ê¥ ^‘Ù®®Ä¦ ^֛½½Ý
is one of the greatest mysteries of all. You’re an
observer tasked to keep your eyes open for any ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
sort of manifestation of the Prophecy. You are ϭƐƚ ĐŽŵƉƌĞŚĞŶĚ ůĂŶŐƵĂŐĞƐ͕ ŝůůƵƐŽƌLJ ƐĐƌŝƉƚ
ϮŶĚ ĂŶŝŵĂů ŵĞƐƐĞŶŐĞƌ͕ ƐŝůĞŶĐĞ
ϯƌĚ ƐĞŶĚŝŶŐ͕ ƚŽŶŐƵĞƐ
4th ĂƌĐĂŶĞ ĞLJĞ͕ ĐŽŶĨƵƐŝŽŶ
5th ĚƌĞĂŵ

CHAPTER 4 | THE MARK OF SCRIBING 103


THE MARK OF SENTINEL justice. You may follow Dol Arrah or the Silver
.TIUM J]\ aW]Z XITILQV IJQTQ\QM[ KW]TL ZMÆMK\
“Protection is my purpose. I defend the innocent the powers of your mark and your devotion to
from those who would do them harm. For my R][\QKM AW]Z ¹UQTQ\IZa ZIVSº JMVMÅ\ ZMÆMK\[
siblings, this is a job; for me, it’s a calling.” your authority as a marshal and is recognized
by law enforcement, rather than soldiers.
— Harric d’Deneith, Sentinel Marshal
Monk Entertainer. You love being in the
The Mark of Sentinel warns and protects. It thick of battle, but you’ve never had an interesting
PMQOP\MV[ [MV[M[ IVL ZMÆM`M[ ITTW_QVO IV PMQZ in being a mercenary. Instead, you found your
to respond to threats with uncanny speed. It can path as a gladiator. You draw your Ki through
shield its bearer from harm. Whether on the bat- aW]Z UIZS MVPIVKQVO aW]Z ZMÆM`M[ IVL [XMML
\TMÅMTL WZ \PM JITTZWWU [WUMWVM _PW KIZZQM[ \PM You love life in the arena and the fans love you,
Mark of Sentinel is prepared for danger. J]\ XMZPIX[ Q\¼[ \QUM \W ÅVL I OZMI\MZ X]ZXW[M

HOUSE DENEITH MARK OF SENTINEL TRAITS

House Deneith was born in Karrnath, and war If your human character has the Mark of Senti-
ÆW_[ QV Q\[ ^MQV[ .WZ KMV\]ZQM[ \PM *TILMUIZS[ nel, the following traits replace the human’s Abil-
Guild of House Deneith has governed the mer- ity Score Increase trait in the Player’s Handbook.
cenary trade. While warriors with the Mark of
Sentinel are among its most elite forces, House Ability Score Increase. Your Constitution
Deneith brokers the services of a wide range of score increases by 2, and your Wisdom score
soldiers, including Valenar warbands and the increases by 1.
OWJTQV[ WN ,ZWIIU *MaWVL \PM JI\\TMÅMTL \PM
Defender’s Guild provides exceptional body- Sentinel’s Intuition. When you make a
O]IZL[ NWZ \PW[M _PW KIV I‫ٺ‬WZL \PMQZ [MZ^QKM[ Wisdom (Insight) or Wisdom (Perception) check,
House Deneith is also renowned for its Sentinel you can roll a d4 and add the number rolled to
Marshals, agents that hold the authority to pur- the ability check.
sue criminals and enforce the law across Khor-
vaire. The Sentinel Marshals hold the honor of Guardian’s Shield. You can cast the shield
the house in their hands. Being a Marshal is a spell once with this trait, and you regain the abili-
privilege, and it comes with high expectations. \a \W KI[\ Q\ IN\MZ aW] ÅVQ[P I TWVO ZM[\ ?Q[LWU Q[
your spellcasting ability for this spell.
The dragonmarked houses aren’t allowed to
own land or hold noble titles. House Deneith Vigilant Guardian. When a creature you
has always abided by these edicts, maintaining can see within 5 feet of you is hit by an attack
neutrality and selling its services to all sides of a roll, you can use your reaction to swap places
KWVÆQK\ 0W_M^MZ \PMZM¼[ I NIK\QWV \PI\ NMMT[ \PI\ with that creature, and you are hit by the attack
Deneith should use its power for its own purpos- instead. Once you use this trait, you can’t do so
es. House Deneith is also caught in an escalating IOIQV ]V\QT aW] ÅVQ[P I TWVO ZM[\
rivalry with House Tharashk, which is edging
into the mercenary trade. Spells of the Mark. If you have the Spellcast-
ing or the Pact Magic class feature, the spells on
DRAGONMARKED CHARACTERS the Mark of Sentinel Spells table are added to the
spell list of your spellcasting class.
Some examples of characters with this mark:
Paladin Soldier. You’re a Sentinel Mar- DƒÙ» Ê¥ ^›Äã®Ä›½ ^֛½½Ý

shal, and you feel a divine calling to the cause of ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ

104 CHAPTER 4 | THE MARK OF SENTINEL ϭƐƚ ĐŽŵƉĞůůĞĚ ĚƵĞů͕ ƐŚŝĞůĚ ŽĨ ĨĂŝƚŚ

ϮŶĚ ǁĂƌĚŝŶŐ ďŽŶĚ͕ njŽŶĞ ŽĨ ƚƌƵƚŚ

ϯƌĚ ĐŽƵŶƚĞƌƐƉĞůů͕ ƉƌŽƚĞĐƟŽŶ ĨƌŽŵ ĞŶĞƌŐLJ

4th ĚĞĂƚŚ ǁĂƌĚ͕ ŐƵĂƌĚŝĂŶ ŽĨ ĨĂŝƚŚ

5th ŝŐďLJ͛Ɛ ŚĂŶĚ


THE MARK OF SHADOW DRAGONMARKED CHARACTERS

“The illusions that I weave dazzle and deceive. Here are a few examples of characters who carry
Sometimes that deception eases your burdens, the Mark of Shadow.
letting you forget your troubles for a moment. But
I can also ease your burdens by ending your life.” 0W][M )OMV\ :WO]M You’re a young agent
in House Thuranni. You’ve studied the perform-
— Lady Elara d’Thuranni, ing arts, but you’re far more interested in the
shadow dancer darker side of the house. At the moment you’re
building your skills and reputation as an observer
The Mark of Shadows lets an elf weave illusions and investigator, but once you prove yourself you
from shadows, crafting sounds and images to hope you’ll get to be a player in the shadow war.
distract or delight. The mark also allows its
bearer to draw on the shadows, making it an *IZL -V\MZ\IQVMZ You’re a rising star. Your
easy matter to avoid detection or even disappear performances have already earned you a name
while in plain sight. It is a valuable tool for an across the Five Nations, and your fame will surely
entertainer, a spy, or an assassin. only increase as you develop your talents. The
house has helped with your career, and they’ve
THE HOUSES OF SHADOW dropped hints to see if you want to get involved
in the other side of the house, but at the moment
The elves have carried the Mark of Shadow for you’re just in this for the music.
thousands of years. The families that carry the
UIZS TMN\ )MZMVIT IN\MZ \PM KWVÆQK\ \PI\ _QXML MARK OF SHADOW TRAITS
out the Mark of Death and established House
8PQIZTIV QV 3PWZ^IQZM <PM[M MT^M[ IZM \PM ÅVM[\ If you’re an elf with the Mark of Shadow, you
entertainers in the land, giving them access to all have this subrace, with the following traits.
manner of places and secrets. But the elves do
more than entertain. There has always been an Ability Score Increase. Your Charisma
elite force of spies and assassins within the house. score increases by 1.
Common folk know nothing of this. Only special
clients—powerful nobles, merchant lords, and the Cunning Intuition. When you make a Cha-
like—have access to these shadow-marked spies. risma (Performance) or Dexterity (Stealth) check,
you can roll a d4 and add the number rolled to
Toward the end of the Last War, a bitter feud the ability check.
broke out between the major families of the
house. Known as the Shadow Schism, it resulted Shape Shadows. You know the minor illusion
in a split withinin Phiarlan—and the foundation cantrip. Starting at 3rd level, you can cast the invis-
of House Thuranni. House Phiarlan continues to ibility spell once with this trait, and you regain the
W‫ٺ‬MZ MV\MZ\IQVUMV\ IVL M[XQWVIOM QV \PM TIVL[ IJQTQ\a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ +PIZQ[-
west of the Mournland, while Thuranni operates ma is your spellcasting ability for these spells.
in Karrnath, the Lhazaar Principalities, and the
eastern lands. As a rule, Phiarlan elves are the Spells of the Mark. If you have the Spellcast-
better spies and Thuranni agents are superior ing or the Pact Magic class feature, the spells on
assassins. On the surface Thuranni and Phiarlan the Mark of Shadow Spells table are added to the
maintain a peaceful relationship, but rivalries spell list of your spellcasting class.
run deep.
DƒÙ» Ê¥ ^«ƒ—Êó ^֛½½Ý

^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
ϭƐƚ ĚŝƐŐƵŝƐĞ ƐĞůĨ͕ ƐŝůĞŶƚ ŝŵĂŐĞ
ϮŶĚ ĚĂƌŬŶĞƐƐ͕ ƉĂƐƐ ǁŝƚŚŽƵƚ ƚƌĂĐĞ
ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ ŵĂũŽƌ ŝŵĂŐĞ
4th ŐƌĞĂƚĞƌ ŝŶǀŝƐŝďŝůŝƚLJ͕ ŚĂůůƵĐŝŶĂƚŽƌLJ
ƚĞƌƌĂŝŶ

5th mislead

CHAPTER 4 | THE MARK OF SHADOW 105


THE MARK OF STORM of the Firstborn. You can draw on your mark and
your bloodline to wield power beyond those of
“Sovereigns and Firstborn, grant me the four other heirs. You’re a noble of the house: are you a
blessings promised to our people: dominion over carefree celebrity, or are you driven by duty and a
the air, dominion over the water, fortune for my deep desire to help your house and your people?
family, and fortune for my future.”
Sailor Fighter. AW] [MZ^ML WV \PM ÅZ[\
— From the Oath of Lyrandar airship that went into service, and spent the Last
?IZ ÅOP\QVO QV \PM [SQM[ AW] SVW_ aW]Z _Ia
Wind and water welcome the half-elf who carries around the clouds and on the water, and you’re
the Mark of Storms. The wind catches them looking for adventurers that will take you back to
when they fall, and they swim with remarkable either of them.
speed. Those who possess dragonshard focus
items can call on even greater powers, shaping Criminal Rogue. You’ve never been one to
the weather and calling on the power of the play by the rules. You always dreamed of being a
storm. smuggler or a sky pirate, and when you were old
enough, you stole a small airship and headed to
HOUSE LYRANDAR Sharn. You and your DM will have to decide how
that worked out and if you still have the airship; it
House Lyrandar has long ruled the seas. Their turns out they’re hard to hide. Either way, you’ve
galleons harness air and water elementals and are been kicked out of the house and you’re looking
faster than any mundane vessel. Control of the for jobs that cater to your sense of adventure.
sea and river trade gave Lyrandar considerable
power. Now they reach out to the skies. Merely a MARK OF STORM TRAITS
decade old, Lyrander airships are already shifting
the balance of power in overland travel, previously If your half-elf character has the Mark of
dominated by House Orien’s lightning rail. Storm, the following traits replace the half-elf’s
House Lyrandar also controls the air in a more Ability Score Increase and Skill Versatility traits
literal way. The Raincallers’ Guild can use the in the Player’s Handbook.
Mark of Storms to control the weather for its
clients, but at a considerable price. Ability Score Increase. Your Charisma
score increases by 2, and your Dexterity score
House Lyrandar is made up of half-elves. For increases by 1.
many of its members, it’s more than simply
family or business—it is the closest thing their Windwright’s Intuition. When you make a
people have to a homeland. House Lyrandar is Dexterity (Acrobatics) check or any ability check
ambitious and often acts in what it sees as the involving navigator’s tools, you can roll a d4 and
interests of all half-elves. Lyrandar heirs have add the number rolled to the ability check.
been helping the Valenar elves run their young
kingdom, and some believe that Valenar could Storm’s Boon. You have resistance to lightning
become a true homeland for the Khoravar. damage.

DRAGONMARKED CHARACTERS Headwinds. You know the gust cantrip.
Starting at 3rd level, you can cast the gust of
Here are a few examples of characters who carry wind spell once with this trait, and you regain
the Mark of Storms. \PM IJQTQ\a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\
Charisma is your spellcasting ability for these
Noble Sorcerer. You are heir to one of the spells.
oldest families of Lyrandar, a direct descendant
Spells of the Mark. If you have the
Spellcasting or the Pact Magic class feature,
the spells on the Mark of Storm Spells table are
added to the spell list of your spellcasting class.

106 CHAPTER 4 | THE MARK OF STORM


DƒÙ» Ê¥ ^ãÊÙà ^֛½½Ý

^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
ϭƐƚ ĨĞĂƚŚĞƌ ĨĂůů͕ ĨŽŐ ĐůŽƵĚ
ϮŶĚ ŐƵƐƚ ŽĨ ǁŝŶĚ͕ ůĞǀŝƚĂƚĞ
ϯƌĚ ƐůĞĞƚ ƐƚŽƌŵ͕ ǁŝŶĚ ǁĂůů
4th ĐŽŶũƵƌĞ ŵŝŶŽƌ ĞůĞŵĞŶƚĂů͕ ĐŽŶƚƌŽů ǁĂƚĞƌ
5th ĐŽŶũƵƌĞ ĞůĞŵĞŶƚĂů

GUST

Transmutation cantrip
+I[\QVO <QUM" 1 action
:IVOM" 30 feet
+WUXWVMV\[" V, S
,]ZI\QWV" Instantaneous
You seize the air and compel it to create one of
\PM NWTTW_QVO M‫ٺ‬MK\[ I\ I XWQV\ aW] KIV [MM _Q\PQV
range:

• One Medium or smaller creature that you
choose must succeed on a Strength saving
throw or be pushed up to
5 feet away from you.

• You create a small blast of air
capable of moving one object
that is neither held nor carried
and that weighs no more than 5
pounds. This object is pushed up to 10
feet away from you. It isn’t pushed with
enough force to cause damage.

• AW] KZMI\M I PIZUTM[[ [MV[WZa M‫ٺ‬MK\ ][QVO
air, such as causing leaves to rustle, wind to
slam shutters closed, or your clothing to
billow impressively in a breeze.

CHAPTER 4 | THE MARK OF STORM 107


THE MARK OF WARDING House Kundarak has a close alliance with
House Sivis. Like the House of Scribing, Kunda-
“5a NIUQTa PI[ \PM ÅVM[\ ^I]T\[ aW] KIV QUIOQVM rak has worked to earn the trust of its clients and
They forge the locks that secure the jewels of kings to establish a reputation for unshakable integrity.
IVL Y]MMV[ )VL 1 TMIZVML \W XQKS \PW[M TWKS[ The house has no love of renegade dwarves using
when I was barely out of the crib.” \PMQZ UIZS[ \W \]ZV I XZWÅ\ IVL []KP ZWO]M[ _QTT
want to avoid the eye of Kundarak.
— Cutter, burglar and
Kundarak excoriate DRAGONMARKED CHARACTERS

The Mark of Warding helps its bearers protect Here are examples of characters with the Mark
things of value. Using the mark, a dwarf can of Warding.
weave wards and seal portals with mystic force.
It also provides its bearer with an intuitive under- )Z\QÅKMZ 0W][M )OMV\ Some people want
standing of locks and mechanisms used to protect to build a better mousetrap. Better isn’t enough
and seal. The decision each heir has to make is for you—you want to build the best. Your basic
whether they’ll use this power to keep things safe, RWJ" OW W]\ QV \PM _WZTL ÅVL \PM ÅVM[\ IVL UW[\
or whether they’re more interested in opening unusual security systems, and see what you can
locks and taking what’s inside. learn from them. When you go into an ancient
ruin, you’re hoping there are traps.
HOUSE KUNDARAK
Criminal Rogue. It’s not that you’re a bad
If you want to keep something safe —jewels, se- person. You’ve just never met a lock you didn’t
crets, prisoners—Kundarak is there to help. The want to open. It’s like they speak to you, whisper-
Defenders Guild of House Kundarak trains lock- QVO ¹.ZMM UM .ZMM UM º AW]¼ZM VW\ M^MV QV Q\ NWZ
smiths, security specialists, and more. It main- the gold; you’ve just fallen in with a bad crowd
tains the infamous prison of Dreadhold, along because most people who like opening locks are
with a number of smaller prisons. As useful as criminals. Perhaps it’s time to make some new
these services are, it’s the Banking Guild that friends.
\Z]Ta LMÅVM[ \PM PW][M 3]VLIZIS¼[ TIVL[ QV \PM
Mror Holds include deep veins of precious met- MARK OF WARDING TRAITS
als and stones, and the dwarves have used this
wealth to establish the banking industry of Khor- If you’re a dwarf with the Mark of Warding, you
vaire. Anyone who makes a living from coin— have this subrace, with the following traits.
from bankers to goldsmiths—likely learned their
skills at House Kundarak. The security of Kund- Ability Score Increase. Your Intelligence
arak banks is legendary. The house also provides score increases by 1.
I [XMKQIT [MZ^QKM \W \PW[M _PW KIV I‫ٺ‬WZL Q\" I [a[-
tem of extradimensional vaults, allowing a client Warder’s Intuition. When you make an In-
to store their goods in one location and retrieve telligence (Investigation) check or an ability check
them at any other Kundarak enclave. using thieves’ tools, you can roll a d4 and add the
number rolled to the ability check.

Wards and Seals. You can cast the alarm and
mage armor spells with this trait. Starting at 3rd
level, you can also cast the arcane lock spell with it.
Once you cast any of these spells with this trait,

108 CHAPTER 4 | THE MARK OF WARDING


you can’t cast that spell with it again until you DƒÙ» Ê¥ tƒÙ—®Ä¦ ^֛½½Ý
ÅVQ[P I TWVO ZM[\ 1V\MTTQOMVKM Q[ aW]Z [XMTTKI[\QVO
ability for these spells, and you don’t need ma- ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
terial components for them when you cast them ϭƐƚ ĂůĂƌŵ͕ ĂƌŵŽƌ ŽĨ ŐĂƚŚLJƐ
with this trait. ϮŶĚ ĂƌĐĂŶĞ ůŽĐŬ͕ ŬŶŽĐŬ
ϯƌĚ ŐůLJƉŚ ŽĨ ǁĂƌĚŝŶŐ͕ ŵĂŐŝĐ ĐŝƌĐůĞ
Spells of the Mark. If you have the Spellcast- 4th >ĞŽŵƵŶĚ͛Ɛ ƐĞĐƌĞƚ ĐŚĞƐƚ͕ DŽƌĚĞŶŬĂŝŶ-
ing or the Pact Magic class feature, the spells on ĞŶ͛Ɛ ĨĂŝƚŚĨƵů ŚŽƵŶĚ
the Mark of Warding Spells table are added to 5th ĂŶƟůŝĨĞ ƐŚĞůů
the spell list of your spellcasting class.

CHAPTER 4 | THE MARK OF WARDING 109


110 CHAPTER 4 | THE MARK OF WARDING


ABERRANT DRAGONMARKS grant the same power, they may appear and
UIVQNM[\ QV LQ‫ٺ‬MZMV\ _Ia[ 1N \_W IJMZZIV\ UIZS[
“Your sigil creates, child of Cannith. Mine holds might grant ÅZM JWT\, one mark may be formed
the power to destroy.” from scar tissue while another is traced on the
[SQV QV TQVM[ WN KWTL ÅZM
—Rotting Bal,
Tarkanan Enforcer While aberrant dragonmarks can be disturbing,
on the surface an aberrant mark seems no more
<PM \_MT^M LZIOWVUIZS[ IZM \QML \W [XMKQÅK dangerous or threatening than the powers of a
bloodlines and passed down through families. [WZKMZMZ ;W _PI\ UISM[ \PMU [QOVQÅKIV\' .QZ[\
They are reliable and predictable, and their WN ITT IJMZZIV\ UIZS[ IT_Ia[ PI^M ÆI_[ <PM[M
powers are constructive. They create; they heal; may not actively hurt a character, but they are
they protect. always a burden in some way—a burden that
could drive a weak-willed person to madness.
But there is another kind of dragonmark:
marks that are unpredictable and dangerous to It takes time for a character to learn to control
both the bearer and the people around them. their mark, and in time people may be hurt. If
Someone with such a mark can kill with a an aberrant mark grants ÅZM JWT\, the person who
touch or control minds with a glance. Aberrant carries it might have severely burned or even
UIZS[ WN\MV IXXMIZ _PMV XMWXTM NZWU LQ‫ٺ‬MZMV\ killed a loved one. Imagine having the power
dragonmarked families produce a child, and for to cast charm person but being unable to control
this reason such unions are absolutely forbidden it and having people you care about suddenly
by the Twelve. But aberrant dragonmarks becoming slavishly devoted to you. All of these
can appear on members of any race, at any factors have led to the general superstition
age, regardless of bloodline. No two aberrant that people with aberrant dragonmarks are
dragonmarks are exactly alike—even if they dangerous, that their marks drive them crazy or
turn them into sociopaths. These are things that

can happen; people have a right to be afraid.
But it is possible for an aberrant to
learn to control their mark and
\W MVL]ZM \PM ÆI_
Aberrant marks are
feared for another
reason, too. Long
ago aberrant marks
were more frequent
and some people
had aberrant
marks that held
greater powers.
Aberrant leader
Halas Tarkanan
could devastate
cities with powerful
earthquakes, while
the Dreambreaker
shattered minds.
The Lady of the
Plague wielded

CHAPTER 4 | ABERRANT DRAGONMARKS 111


disease and commanded hordes of ›ÙكÄã ك¦ÊÄÃٻ &½ƒóÝ
vermin. The dragonmarked houses
united in an inquisition called The Ěϴ &ůĂǁ
War of the Mark. Some say that 1 zŽƵƌ ŵĂƌŬ ŝƐ Ă ƐŽƵƌĐĞ ŽĨ ĐŽŶƐƚĂŶƚ ƉŚLJƐŝĐĂů
this was a persecution of innocents;
but most feared the aberrants and ƉĂŝŶ͘
stood by as the houses hunted them 2 zŽƵƌ ŵĂƌŬ ǁŚŝƐƉĞƌƐ ƚŽ LJŽƵ͘ /ƚƐ ŵĞĂŶŝŶŐ ĐĂŶ ďĞ
down. Ever since the War of the
Mark, aberrant dragonmarks have ƵŶĐůĞĂƌ͘
been few in number and relatively week. 3 tŚĞŶ LJŽƵ͛ƌĞ ƐƚƌĞƐƐĞĚ͕ ƚŚĞ ŵĂƌŬ ŚŝƐƐĞƐ ĂƵĚŝďůLJ͘
But since the Mourning aberrant marks have 4 dŚĞ ƐŬŝŶ ĂƌŽƵŶĚ ƚŚĞ ŵĂƌŬ ŝƐ ďƵƌŶĞĚ͕ ƐĐĂůLJ͕ Žƌ
been appearing in greater numbers, and people
wonder if those who carry them could develop ǁŝƚŚĞƌĞĚ͘
greater power. 5 ŶŝŵĂůƐ ĂƌĞ ƵŶĞĂƐLJ ĂƌŽƵŶĚ LJŽƵ͘
6 zŽƵ ŚĂǀĞ Ă ŵŽŽĚ ƐǁŝŶŐ ĂŶLJ ƟŵĞ LJŽƵ ƵƐĞ LJŽƵƌ
FEAT: ABERRANT DRAGONMARK
ŵĂƌŬ͘
8ZMZMY]Q[Q\M" 6W W\PMZ LZIOWVUIZS 7 zŽƵƌ ůŽŽŬƐ ĐŚĂŶŐĞ ƐůŝŐŚƚůLJ ǁŚĞŶĞǀĞƌ LJŽƵ ƵƐĞ

You have manifested an aberrant dragonmark. ƚŚĞ ŵĂƌŬ͘
,M\MZUQVM Q\[ IXXMIZIVKM IVL \PM ÆI_ I[[WKQI\ML 8 zŽƵ ŚĂǀĞ ŚŽƌƌŝĮĐ ŶŝŐŚƚŵĂƌĞƐ ĂŌĞƌ LJŽƵ ƵƐĞ
_Q\P Q\ AW] OIQV \PM NWTTW_QVO JMVMÅ\["
LJŽƵƌ ŵĂƌŬ͘
• Increase your Constitution score by 1, to a
maximum of 20. OPTION: GREATER ABERRANT POWERS

• You learn a cantrip of your choice from the At the DM’s option, a character who has the
sorcerer spell list. In addition, choose a 1st- Aberrant Dragonmark feat has a chance of
level spell from the sorcerer spell list. You manifesting greater power. Upon reaching 10th
learn that spell and can cast it through your level, such a character has a 10 percent chance
UIZS 7VKM aW] KI[\ Q\ aW] U][\ ÅVQ[P of gaining an epic boon from among the options
a short or long rest before you can cast it in chapter 7 of the Dungeon Master’s Guide. If the
again through the mark. Constitution is character fails to gain a boon, they have a 10
your spellcasting ability for these spells. percent chance the next time they gain a level.

• When you cast the 1st-level spell through If the character gains a boon, the DM chooses
your mark, you can expend one of your Hit it or determines it randomly. The character
Dice and roll it. If you roll an even number, also permanently loses one of their Hit Dice,
you gain a number of temporary hit points and their hit point maximum is reduced by
equal to the number rolled. If you roll an an amount equal to a roll of that die plus their
odd number, one random creature within +WV[\Q\]\QWV UWLQÅMZ UQVQU]U ZML]K\QWV WN
30 feet of you (not including you) takes This reduction can’t be reversed by any means.
force damage equal to the number rolled.
If no other creatures are in range, you take
the damage.

AW] IT[W LM^MTWX I ZIVLWU ÆI_ NZWU \PM
Aberrant Dragonmark Flaws table.

112 CHAPTER 4 | ABERRANT DRAGONMARKS


CHAPTER 5: MAGIC ITEMS creation of magic items, and
many powerful tools—such
A RCANE MAGIC PLAYS A VITAL ROLE as the lightning rail and
in the Five Nations. Common elemental airships—require
magic items are widespread in an ongoing expenditure of
the world. The crystals known as Eberron dragonshards to
dragonshards serve as the fuel maintain their enchantments.
of the magical economy and are used in focus
items that amplify the powers of dragonmarks. Khyber dragonshards are
found deep in the earth, often
DRAGONSHARDS near layers of magma. These living
crystals typically grow on cavern
Dragonshards are crystals imbued with raw walls, and superstition says they
mystical energy. They are the fuel that drives ÆW]ZQ[P QV IZMI[ _Q\P [QOVQÅKIV\ ÅMVLQ[P
the magical economy, playing a vital role in the activity. Khyber dragonshards are deep
creation of magic items and the performance of blue or dark violet, laced with gleaming veins.
arcane rituals.
3PaJMZ LZIOWV[PIZL[ PI^M I I‫ٻ‬VQ\a NWZ
Dragonshards come in three distinct binding magics. Elemental binding—which
^IZQM\QM[ MIKP WN _PQKP IZM NW]VL QV LQ‫ٺ‬MZMV\ is behind airships, the lightning rail, and
environments. Eberron dragonshards are elemental galleons—requires a Khyber shard
found in shallow soil, and often encased in to hold the elemental. Khyber shards are
geode-like stone shells. Eberron shards can be used for phylacteries, planar binding, any
NW]VL ITUW[\ IVa_PMZM J]\ \PM UW[\ [QOVQÅKIV\ W\PMZ M‫ٺ‬MK\[ \PI\ \ZIX WZ UIVQX]TI\M [XQZQ\[
deposits have been discovered in jungle Khyber dragonshards are also used for many
environments, notably Q’barra and the distant necromantic rituals.
land of Xen’drik. In their raw form, Eberron
shards are rosy crystals with crimson swirls Siberys dragonshards fall from the Ring
ÆW_QVO \PMQZ LMX\P[ of Siberys, the ring of crystals that encircles
the world. While rare in Khorvaire, there
Eberron shards are the most common form of IZM [QOVQÅKIV\ [PIZL ÅMTL[ QV \PM KWV\QVMV\ WN
dragonshard. They are primarily Xen’drik, and this is a potential source of great
ZMÅVML QV\W I OTW_QVO wealth for explorers. Siberys dragonshards are
powder. This dragonshard amber in color, with swirling golding veins
dust can be used to fuel gleaming within.
almost any act of magic.
When casting a spell, you Siberys dragonshards have a close
can use dragonshard I‫ٻ‬VQ\a \W LZIOWVUIZS[
dust in place of any and are a vital
spell component part of any
that has a cost, dragonmark
unless the DM focus item.
says otherwise. Larger shards
Dragonshard dust may be required
is used in the for eldritch
machines or used in
the creation of legendary
items or artifacts.

CHAPTER 5 | MAGIC ITEMS 113


MAGIC ITEMS /Ð盗 tÊʗ &ʑçÝ

Consider how these magic items from throughout tŽŽĚ ĂŵĂŐĞ dLJƉĞ
Khorvaire can add to your campaign.
Fernian Ash Fire
ARCANE FOCUSES
Irian Rosewood Radiant
Go to the Bazaar in Sharn or any enclave of
0W][M +IVVQ\P IVL aW]¼TT ÅVL I _QLM [MTMK\QWV Kythrian Manchineel Acid or poison
of arcane focuses to choose from. For a
wandslinger, the choice of an arcane focus carries Lamannian Oak Lightning or thunder
the same weight as a duelist deciding between a Mabaran Ebony EĞĐƌŽƟĐ
rapier or a maul. Do you use a wand of Fernian ash
to focus your ÅZM JWT\, or do you harness defensive Risian Pine Cold
energies with a :Q[QIV WZJ'
Shavarran Birch Force
An arcane focus is a tool, and only provides its
JMVMÅ\[ _PQTM aW]¼ZM IK\Q^MTa ][QVO Q\ )V WZJ WN Xorian Wenge Psychic
[PQMTLQVO provides no protection when it’s in your
pack; you must have it in your hand. ORB OF SHIELDING

In Khorvaire, arcane focus items are ?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\
recognized as weapons: if guards are securing
swords and bows, they’ll also require you to turn An WZJ WN [PQMTLQVO is a polished, spherical chunk
W^MZ aW]Z [\I‫ ٺ‬ of crystal or stone aligned to one of the planes of
existence. If you’re a spellcaster, you can use this
IMBUED WOOD orb as a spellcasting focus.

?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ If you’re holding the orb when you take
damage of the type associated with the orb’s
An QUJ]ML _WWL NWK][ Q[ I ZWL [\I‫ ٺ‬WZ _IVL K]\ material, you can use your reaction to reduce
from a tree infused with extraplanar energy. If the damage by 1d4 (to a minimum of 0). The
you’re a spellcaster, you can use this orb as a materials and their associated damage types are
spellcasting focus. listed in the Orb of Shielding table.

When you cast a damage-dealing spell using Kِ Ê¥ ^«®›½—®Ä¦ ĂŵĂŐĞ dLJƉĞ
this item as your spellcasting focus, you gain a +1 Fire
bonus to one damage roll of the spell, provided WůĂŶĂƌ DĂƚĞƌŝĂů Radiant
the damage is of the type associated with the Fernian basalt Acid and poison
item’s wood. The types of wood and their Irian quartz Lightning and thunder
associated damage types are listed in the Imbued Kythrian skarn EĞĐƌŽƟĐ
Wood Focus table. >ĂŵĂŶŶŝĂŶ ŇŝŶƚ Cold
Mabaran obsidian Force
Risian shale Psychic
Shavarran chert
Xorian marble

114 CHAPTER 5 | MAGIC ITEMS


COMMON MAGIC ITEMS GLAMERWEAVE

BAND OF LOYALTY ?WVLZW][ Q\MU KWUUWV WZ ]VKWUUWV

:QVO KWUUWV ZMY]QZM[ I\\]VMUMV\ /TIUMZ_MI^M is clothing imbued with harmless
If you are reduced to 0 hit points while attuned illusory magic. While wearing the common
to a JIVL WN TWaIT\a, you instantly die. These rings version of these clothes, you can use a bonus
IZM NI^WZML Ja [XQM[ _PW KIV¼\ I‫ٺ‬WZL \W NITT QV\W action to create a moving illusory pattern within
enemy hands. the cloth.

CLEANSING STONE Uncommon OTIUMZ_MI^M can have the pattern
rise from the cloth. For example, a OTIUMZ_MI^M
?WVLZW][ Q\MU KWUUWV gown might be wreathed in harmless, illusory
A KTMIV[QVO [\WVM is a sphere 1 foot in diameter, ÆIUM[ _PQTM I OTIUMZ_MI^M hat might have illusory
engraved with mystic sigils. When touching the J]\\MZÆQM[ Æ]\\MZQVO IZW]VL Q\
stone, you can use an action to activate it and
remove dirt and grime from your garments and When you make a Charisma (Performance) or
your person. Charisma (Persuasion) check while wearing the
uncommon version of OTIUMZ_MI^M, you can roll a
Such stones are often embedded in pedestals d4 and add the number rolled to the check. Once
in public squares in Aundair or in high-end you use this property, it can’t be used again until
Ghallanda inns. the next dawn.

EVERBRIGHT LANTERN SHIFTWEAVE

?WVLZW][ Q\MU KWUUWV ?WVLZW][ Q\MU KWUUWV
This bullseye lantern contains an Eberron
dragonshard that sheds light comparable to that When a suit of [PQN\_MI^M Q[ KZMI\ML ]X \W Å^M
produced by a KWV\QV]IT ÆIUM spell. An M^MZJZQOP\ LQ‫ٺ‬MZMV\ W]\Å\[ KIV JM MUJMLLML QV\W \PM KTW\P
TIV\MZV sheds light in a 120-foot cone; the closest While wearing the clothing, you can speak its
60 feet is bright light, and the farthest 60 feet is command word as a bonus action to transform
dim light. aW]Z W]\Å\ QV\W aW]Z KPWQKM WN WVM WN \PM W\PMZ
designs contained within it. Regardless of its
FEATHER TOKEN IXXMIZIVKM \PM W]\Å\ KIV¼\ JM IVa\PQVO J]\
clothing. Although it can duplicate the look
?WVLZW][ Q\MU KWUUWV of other magical clothing, it doesn’t gain their
This small metal disk is inscribed with the image magical properties.
of a feather. When you fall at least 20 feet while
the token is on your person, you descend 60 SPELLSHARD
feet per round and take no damage from falling.
The token’s magic is expended after you land, ?WVLZW][ Q\MU KWUUWV
whereupon the disk becomes nonmagical.
<PQ[ XWTQ[PML -JMZZWV LZIOWV[PIZL Å\[ QV \PM
hand and stores information similar to a book.
The shard can hold the equivalent of one book
that’s no more than 320 pages long. A shard
KIV JM KZMI\ML JTIVS WZ ITZMILa ÅTTML _Q\P
information. When the shard is created, the
creator can set a passphrase that must be spoken
to access the information stored within.

CHAPTER 5 | MAGIC ITEMS 115


While holding the shard, you can use an action BAG OF BOUNTY
to open your mind to the shard, seeing its content
in your mind. On subsequent rounds, reading the ?WVLZW][ Q\MU ]VKWUUWV
text or scribing new text on blank “pages” in the
shard requires concentration (as if concentrating This is a sturdy leather sack with tiny Siberys
on a spell) and takes the same amount of time it shards embedded into the lining. If you have the
takes you to read and write normally. Thinking Mark of Hospitality you can use an action to cast
of a particular phrase or topic draws you to the KZMI\M NWWL IVL _I\MZ drawing a feast from within
ÅZ[\ [MK\QWV QV \PM [PIZL \PI\ ILLZM[[M[ Q\ the bag. You shape this meal with your thoughts.
You can create the standard bland fare without
A wizard can use a [XMTT[PIZL as a spellbook, requiring any sort of check, but you can attempt
with the usual cost in gold and time to “scribe” a \W KZMI\M ÅVMZ NWWL Ja UISQVO I +PIZQ[UI KPMKS#
spell into the shard. QN aW]¼ZM XZWÅKQMV\ _Q\P KWWS¼[ ]\MV[QT[ ILL aW]Z
bonus to this check. A failed check results in a
DRAGONMARK FOCUS ITEMS sour and squalid meal.

These items harness and expand the powers of a &ŽŽĚ YƵĂůŝƚLJ ŝĸĐƵůƚLJ
dragonmark, allowing the dragonmarked houses Poor No roll required
to provide a wide range of useful services. You Modest 10
must possess a particular dragonmark in order to Comfortable 13
use or attune to a dragonmark focus item. Wealthy 15
ƌŝƐƚŽĐƌĂƟĐ 18
Many dragonmark focus items have unique
M‫ٺ‬MK\[ ZMTI\ML \W \PMQZ UIZS[ I[ LM[KZQJML QV \PQ[ A JIO WN JW]V\a can be used up to three times over
section. Alternately, a dragonmark focus item can the course of a day. After that, the bag can’t be
duplicate the power of an existing magic item with used again until the next dawn.
a power closely related to the mark. For example:
INQUISITIVE’S GOGGLES
• A KIXM WN \PM UW]V\MJIVS or JWW\[ WN [XMML tied
to the Mark of Passage, or horseshoes of speed ?WVLZW][ Q\MU ]VKWUUWV ZMY]QZM[ I\\]VMUMV\
that only function if the rider has the Mark
of Passage. The lenses of these goggles are carved from
Siberys dragonshards. While garish in
• A KTWIS WN MT^MVSQVL or LMKS WN QTT][QWV[ tied to appearance, these goggles are a boon to any
the Mark of Shadows. Tharashk inquisitive. To attune to the goggles,
you must possess the Mark of Finding. As long
• ,QUMV[QWVIT [PIKSTM[ that can only be as this condition is met, you gain the following
activated by someone with the Mark of JMVMÅ\[
Warding.
• You can add your Intuition die from the
• A OMU WN [MMQVO that requires the Mark of 0]V\MZ¼[ 1V\]Q\QWV trait of the mark when you
Detection. make Wisdom (Insight) checks.

1\¼[ MI[QMZ \W XZWL]KM IV Q\MU \PI\ IUXTQÅM[ IV • When you examine an object, you can
existing power than one that generates it on its make a Wisdom (Perception) check to
own, and generally a focus item costs half as much identify the aura of the last living creature
as the standard version of that item. However, the to touch the object. The DC is 13 + the
Siberys shards required to make focus items are
rare, and it’s always up to the DM to decide what
focus items are available in the world.

116 CHAPTER 5 | MAGIC ITEMS


number of days since the last contact SCRIBE’S PEN
occurred. If the check is successful, you
learn the species of the creature and you ?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ Ja I
can immediately use your 1UXZQV\ 8ZMa ability KZMI\]ZM _Q\P \PM 5IZS WN ;KZQJQVO
to target this creature.
You can use this pen to write on any surface. You
KEYCHARM decide whether the writing is visible or invisible,
but the writing is always visible to a person with
?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ Ja I the Mark of Scribing.
KZMI\]ZM _Q\P \PM 5IZS WN ?IZLQVO
Any creature with the Mark of Scribing can use
This small stylized key plays a vital role in the an action to touch the invisible writing, making it
work of House Kundarak. If you cast the ITIZU, visible to all.
IZKIVM TWKS, or OTaXP WN _IZLQVO spell, you can tie
\PM M‫ٺ‬MK\ \W \PM SMaKPIZU so that whoever holds If you use the pen to write on a creature that
Q\ ZMKMQ^M[ \PM VW\QÅKI\QWV NZWU \PM ITIZU spell, isn’t a construct, the writing fades after 7 days.
bypasses the lock of the IZKIVM TWKS spell, or avoids
triggering the glyph placed by the OTaXP WN _IZLQVO
spell. In addition, the holder (who needn’t be
attuned to the item) can take an action to end
any one spell tied to it, provided the holder
knows the command word you set for ending
the tied spells. The SMaKPIZU can have up to three
tied spells at one time.

RINGS OF SHARED SUFFERING

:QVO ]VKWUUWV ZMY]QZM[ I\\]VMUMV\

These rings come in linked pairs. It you possess
the Mark of Sentinel, you can use a bonus
action to form a link to the creature
attuned to the other ring; from then on,
_PMVM^MZ \PI\ KZMI\]ZM []‫ٺ‬MZ[ LIUIOM
\PMa WVTa []‫ٺ‬MZ PITN WN \PI\ LIUIOM IVL
aW] \ISM \PM ZM[\ <PQ[ M‫ٺ‬MK\ KWV\QV]M[
until you end it as a bonus action or
until you or the other creature removes
\PMQZ ZQVO <PQ[ M‫ٺ‬MK\ Q[V¼\ TQUQ\ML Ja
range. A creature cannot be attuned
to more than one ZQVO WN [PIZML []‫ٺ‬MZQVO

CHAPTER 5 | MAGIC ITEMS 117


WHEEL OF WIND AND WATER ELDRITCH MACHINES

?WVLZW][ Q\MU ]VKWUUWV 1V I +IVVQ\P MVKTI^M I \MIU WN IZ\QÅKMZ[
maintain the KZMI\QWV NWZOM that produces the
When mounted at the helm of an elemental warforged. In the Shadow Marches, druids guard
galleon or airship, this wheel allows a creature the seals that hold the Daelkyr at bay. In the
that possesses the Mark of Storm to telepathically [M_MZ[ JMTW_ ;PIZV I UIL OMVQ][ X]\[ \PM ÅVIT
control the elemental bound inside the vessel. touches on a device that will turn the people of
the city into undead monstrosities.
If a _PMMT WN _QVL IVL _I\MZ is mounted on a
mundane sailing ship, a creature with the Mark All of these are MTLZQ\KP UIKPQVM[. They are
of Storm who is using the wheel can create wondrous locations: magic items of immense
an area of ideal conditions around the vessel, power, but so large that they cannot be moved.
increasing its speed by 5 miles per hour. -TLZQ\KP UIKPQVM[ always require rare components
but creating an MTLZQ\KP UIKPQVM could require one
or more planes to be coterminous or it might
only be possible to build it in a manifest zone.

Ultimately, MTLZQ\KP UIKPQVM[ are plot devices.
Their powers are far beyond the standard level
of what is possible in Eberron, but such a device
KIV ZMÆMK\ \PM K]TUQVI\QWV WN I ^QTTIQV¼[ UI[\MZ
plan or a last defense against evil that must be
protected at all costs.

DIMENSIONAL SEAL

A dimensional seal is a massive stone slab
covered with a complex pattern of runes and
[QOQT[ <PM [MIT XZWRMK\[ IV QV^Q[QJTM ÅMTL QV

I UQTM ZILQ][ <PQ[ ÅMTL JTWKS[ ITT NWZU[
WN KWVR]ZI\QWV UIOQK IVL IVa W\PMZ M‫ٺ‬MK\
that involves teleportation or planar travel.
Dimensional seals are usually found in the
Eldeen Reaches and the Shadow Marches—
ZMUQVLMZ[ WN \PM KWVÆQK\ JM\_MMV \PM
Gatekeepers and the daelkyr. The techniques

118 CHAPTER 5 | MAGIC ITEMS


used to create these seals have been long lost. It’s SPELL SINK
said that as a whole, the dimensional seals keep
the daelkyr bound in Khyber and prevent Xoriat <PQ[ LM^QKM MUIVI\M[ IV IV\QUIOQK ÅMTL [IUM
from becoming coterminous with Eberron. If M‫ٺ‬MK\[ I[ \PM IV\QUIOQK ÅMTL spell) in a radius of 1 to
enough of these seals are destroyed, there could UQTM[ <PM ÅMTL KIV JM IK\Q^I\ML WZ LMIK\Q^I\ML
be dire consequences for the world. as an action with a touch by its controller.

MABARAN RESONATOR The form that the device takes depends on
the nature of its creator. The Ashbound druids
This dread device draws on the power of Mabar, despise unnatural magic, so a spell sink created
infusing the dead with the malign energy of the by them might be a living artifact, such as a
Endless Night. While it is active, any humanoid twisted tree that consumes the magical energy
that dies within 2 miles of the resonator around it. Conversely, a spell sink created by a
reanimates 1 minute later as a zombie (see the UIL IZ\QÅKMZ UQOP\ JM I UI[[Q^M ^M[[MT KWUXW[ML
5WV[\MZ 5IV]IT for its stat block) under the control of dragonshards and exotic metals.
of the creature controlling the device.
A variant device called the spell siphon not only
MASTER’S CALL neutralizes magic but also absorbs all magical
energy in the area, storing that power for a
While this looks like a scrap heap assembled KI\IKTa[UQK M‫ٺ‬MK\
from shattered constructs, this eldritch machine
possesses great power. A creature in control STORM SPIRE
of it can sense the presence and location of all
warforged within 10 miles of the device and This eldritch machine can only be controlled by
can, as an action, send a telepathic message to creatures that bear the Mark of Storm. Storm
them laced with enchantment magic. Such a [XQZM[ ITTW_ 0W][M 4aZIVLIZ \W QVÆ]MVKM \PM
message can be sent no more than once every weather, which can be a boon for the local
24 hours. A warforged who receives the message population or a curse if a Lyrandar baron
is compelled to follow one command contained chooses to demand payment for ideal weather.
within it, unless the warforged succeeds on a DC
?Q[LWU [I^QVO \PZW_ <PM I‫ٺ‬MK\ML _IZNWZOML
breaks free of the command after 24 hours.

CHAPTER 5 | MAGIC ITEMS 119


WARFORGED COMPONENTS ARMBLADE

The warforged are living constructs. House ?MIXWV IVa WVM PIVLML UMTMM _MIXWV KWUUWV
Cannith has designed a number of magic items ZMY]QZM[ I\\]VMUMV\ Ja I _IZNWZOML
that can interface directly with the body of a
warforged. Once attached, a component cannot An IZUJTILM is a magic weapon that attaches to
be removed unless the warforged allows it. your arm, becoming inseparable from you as
long as you’re attuned to it. To attune to this
The IZUJTILM is an example of an item created item, you must hold it against your forearm for
by House Cannith. ,WKMV\[ are mysterious the entire attunement period.
wondrous items discovered in Xen’drik. These
are just a few of the components that can be As a bonus action, you can retract the IZUJTILM
encountered in the world. into your forearm or extend it from there. While
it is extended, you can use the weapon as if you
were holding it, and you can’t use that hand for
other purposes.

120 CHAPTER 5 | MAGIC ITEMS


DOCENT • Spells. The LWKMV\ knows one of the
following spells and can cast it at will,
?WVLZW][ Q\MU ZIZM ZMY]QZM[ I\\]VMUMV\ Ja I _IZNWZOML requiring no components (roll a d6): (1–2)
LM\MK\ M^QT IVL OWWL or (3–6) LM\MK\ UIOQK. The
A LWKMV\ is a small metal sphere, about 2 inches LWKMV\ decides when to cast the spell.
across, studded with dragonshards. To attune to
a LWKMV\, you must embed the item somewhere on Personality. A LWKMV\ is designed to advise
your body, such as your chest or your eye socket. and assist the warforged it’s attached to. One
of the simple functions of a LWKMV\ is to serve as a
Sentience. A LWKMV\ is a sentient item of any translator. The LWKMV\’s properties are under its
alignment with an Intelligence of 16, a Wisdom control, and if you have a bad relationship with
of 14, and a Charisma of 14. It perceives the your LWKMV\, it might refuse to assist you.
world through your senses. It communicates
telepathically with you and can speak, read, and
understand any language it knows (see “Random
Properties” below).

Life Support. Whenever you end your turn
with 0 hit points, the LWKMV\ can make a Wisdom
(Medicine) check with a +6 bonus. If this check
succeeds, the LWKMV\ stabilizes you.

Random Properties. A LWKMV\ has the
following properties:

• Languages. The LWKMV\ knows Common,
Giant, and 1d4 additional languages chosen
by the DM. If a LWKMV\ knows fewer than six
languages, it can learn a new language after
it hears or reads the language through your
senses.

• Skills. The LWKMV\ has a +7 bonus to one of
the following skills (roll a d4): (1) Arcana, (2)
History, (3) Investigation, or (4) Nature.

CHAPTER 5 | MAGIC ITEMS 121


WAND SHEATH • You can retract or extend a wand from the
sheath as a bonus action. While the wand
?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ Ja I is extended, you can use it as if you were
_IZNWZOML holding it, but your hand remains free.

A _IVL [PMI\P clamps onto your arm and imparts If a sheathed wand requires attunement, you
\PM NWTTW_QVO JMVMÅ\[" must attune to the wand before you can use
it. However, the _IVL [PMI\P and the attached
• The _IVL [PMI\P can’t be removed from you wand count as a single magic item with regard
while you’re attuned to it. to the number of magic items you can attune to.
If you remove the wand from the sheath, your
• You can insert a wand into the sheath as an attunement to the wand ends.
action. The sheath can hold only one wand
at a time.

122 CHAPTER 5 | MAGIC ITEMS


CHAPTER 6: SHARN, CITY OF TOWERS

I’ve been here a week, and it’s still hard not to be A LL OF THE THEMES OF THE SETTING
overwhelmed by the city. The towers rise up until are made manifest in the great
they disappear into the clouds. Lights gleam in a city of Sharn. It’s a place of
thousand windows. Skycoaches work their way magic, with skycoaches circling
through the maze of bridges connecting the massive mile-high towers and mystic
towers, and up above I can see the burning ring of forges toiling endlessly in the bowels. It’s a
an elemental airship. place of adventure and intrigue. A fallen angel
is gathering minions in the ruins below the
Staring into the sky, I nearly walk into a massive city. A gang war is unfolding in Callestan.
_IZNWZOML R]OOMZVI]\ 1\¼[ Ua ÅZ[\ \QUM [MMQVO The corpse of a murdered nobleman has
one… but there’s so many things I’ve never seen just been discovered in his floating mansion.
in this place. A tattooed elf haggles with a masked A Cannith artificer is experimenting with a
PITÆQVO IZO]QVO IJW]\ \PM XZQKM WN TQbIZL UMI\ ) planar gateway—and something is about to go
gargoyle watches from a high perch. I gather my terribly wrong.
senses and keep moving.
All of these adventures and a hundred more are
It’s not until I reach the lift that I realize… that waiting in the City of Towers.
warforged stole my purse.
This chapter provides an overview of Sharn,
with a host of story hooks to help you get started.
For more information about the city and its
inhabitants, refer to the sources in the Appendix.

CHAPTER 6 | SHARN, CITY OF TOWERS 123


SHARN BACKGROUNDS ACOLYTE

The City of Towers draws people from across the Shrines and temples can be found across Sharn.
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][\ [\MXXML W‫\ ٺ‬PM TQOP\VQVO ZIQT' of the Cleansing Flame is the bastion of the Silver
Flame in Breland. Of course, Sharn’s churches
Backgrounds provide a strong foundation are infamous for harboring corruption. Are you
for building a story. If you’re a noble, are you part of the local establishment, or have you come
tied to one of the founding families of Sharn, to Sharn from afar?
or are you a scion of another nation visiting
\PM +Q\a WN <W_MZ[ NWZ \PM ÅZ[\ \QUM' 1N aW]¼ZM 1d4 Acolyte
an entertainer, are loved in the upper wards or
a favorite in Sharn’s lowest dives? The tables 1 zŽƵ͛ǀĞ ĐŽŵĞ ƚŽ ^ŚĂƌŶ ƚŽ ŝŶǀĞƐƟŐĂƚĞ
provide a range of ideas that can be used for PCs ĐŽƌƌƵƉƟŽŶ ŝŶ LJŽƵƌ ĐŚƵƌĐŚ͘ ,ĂǀĞ LJŽƵ
or NPCs with strong ties to Sharn; work out the ďĞĞŶ ƐĞŶƚ ďLJ ĂƵƚŚŽƌŝƟĞƐ ŝŶ LJŽƵƌ ĨĂŝƚŚ͕
details with your DM. Žƌ ĂƌĞ LJŽƵ ĚƌŝǀĞŶ ďLJ Ă ĚŝǀŝŶĞ ǀŝƐŝŽŶ͍

2 zŽƵ͛ƌĞ ƟĞĚ ƚŽ Ă ƐŵĂůů ƚĞŵƉůĞ ŝŶ ŽŶĞ ŽĨ
ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ ŽĨ ^ŚĂƌŶ͘ /ƚ͛Ɛ ƉŽŽƌ ĂŶĚ
ĚŝůĂƉŝĚĂƚĞĚ͕ ďƵƚ ŝƚ͛Ɛ Ă ƚƌƵĞ ďĂƐƟŽŶ ŽĨ
LJŽƵƌ ĨĂŝƚŚ ĂŶĚ ĚŽŝŶŐ ŐŽŽĚ ǁŽƌŬ ĨŽƌ ƚŚĞ
ƐƚƌƵŐŐůŝŶŐ ƉĞŽƉůĞ ŽĨ ƚŚĞ ǁĂƌĚ͘

3 zŽƵ͛ƌĞ ŚĞƌĞ ŽŶ Ă ƉŝůŐƌŝŵĂŐĞ͕ ƐĞĞŬŝŶŐ ĂŶ
ĂƵĚŝĞŶĐĞ ǁŝƚŚ ƚŚĞ ŚĞĂĚ ŽĨ LJŽƵƌ ĨĂŝƚŚ
ŝŶ ^ŚĂƌŶ͙ ďƵƚ ƚŚĞ ŝŶƚĞƌŵĞĚŝĂƌŝĞƐ ŚĂǀĞ
ĚĞŵĂŶĚĞĚ Ă ƐŵĂůů ĨŽƌƚƵŶĞ ƚŽ ƐĞƚ ƵƉ
ƚŚŝƐ ŵĞĞƟŶŐ͘

4 zŽƵ͛ƌĞ Ă ŵŝŶŽƌ ĂĐŽůLJƚĞ Ăƚ ŽŶĞ ŽĨ ƚŚĞ
ŵĂũŽƌ ƚĞŵƉůĞƐ͘ /ƚ͛Ɛ Ă ŵĂnjĞ ŽĨ ŝŶƚƌŝŐƵĞ͕
ŐƌĂŌ͕ ĂŶĚ ƉŽůŝƟĐƐ͘ zŽƵ͛ƌĞ ƉůĂLJŝŶŐ ƚŚĞ
ŐĂŵĞ͕ ǁŽƌŬŝŶŐ ǁŝƚŚ Ă ƉĂƚƌŽŶ ǁŝƚŚŝŶ ƚŚĞ
ĐŚƵƌĐŚ͘ Ž LJŽƵ ŚŽƉĞ LJŽƵ ĐĂŶ ŝŵƉƌŽǀĞ
ƚŚŝŶŐƐ ŽŶĐĞ LJŽƵ ƌŝƐĞ ƵƉ ŝŶ ŚŝĞƌĂƌĐŚLJ͍ Kƌ
ĂƌĞ LJŽƵ ŽŶůLJ ŝŶƚĞƌĞƐƚĞĚ ŝŶ ƉŽǁĞƌ ĂŶĚ
ŝŶŇƵĞŶĐĞ͍

124 CHAPTER 6 | SHARN BACKGROUNDS


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
1d4 Charlatan to decide which group you’re connected to, and
use this table to determine the nature of that
1 zŽƵ͛ƌĞ Ă ĐŽŶ ĂƌƟƐƚ ĨƌŽŵ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͕ connection.
ďƵƚ LJŽƵ͛ǀĞ ĞƐƚĂďůŝƐŚĞĚ Ă ĨĂůƐĞ ŝĚĞŶƟƚLJ ĂƐ
ĂŶ ƵƉƉĞƌ ǁĂƌĚ ŶŽďůĞ͘ 1d4 Criminal

2 zŽƵ͛ǀĞ ĐƌĂŌĞĚ ƚŚĞ ŝĚĞŶƟƚLJ ŽĨ Ă ƉƌŽƉŚĞƚ 1 zŽƵ ŚĂǀĞ ĨĂŵŝůLJ Žƌ ĨƌŝĞŶĚƐ ŝŶ ƚŚĞ
ĚƌŝǀĞŶ ďLJ ŚŽůLJ ǀŝƐŝŽŶƐ͘ /Ĩ LJŽƵ ĂƌĞ Ă ŽƌŐĂŶŝnjĂƟŽŶ͕ ďƵƚ LJŽƵ͛ǀĞ ƐƟůů ŐŽƚ ƚŽ
ĚŝǀŝŶĞ ƐƉĞůůĐĂƐƚĞƌ͕ LJŽƵƌ ĂĐƚƵĂů ĨĂŝƚŚ ŵĂLJ ƉƌŽǀĞ LJŽƵƌƐĞůĨ ƚŽ ƚŚĞ ŐĂŶŐ͘
ďĞ ĞŶƟƌĞůLJ ĚŝīĞƌĞŶƚ ĨƌŽŵ ƚŚĞ ŽŶĞ LJŽƵ
ƉƌŽĨĞƐƐ͘ 2 zŽƵ ƌĞƟƌĞĚ ĨƌŽŵ ƚŚĞ ĐƌŝŵŝŶĂů ůŝĨĞ ůŽŶŐ
ĂŐŽ͘ Ƶƚ LJŽƵ ƐƟůů ŚĂǀĞ ĚĞĞƉ ƌŽŽƚƐ ǁŝƚŚ
3 zŽƵ͛ǀĞ ĂĚŽƉƚĞĚ ƚŚĞ ŝĚĞŶƟƚLJ ŽĨ Ă ƌĞĨƵŐĞĞ ƚŚĞ ŽƌŐĂŶŝnjĂƟŽŶ͕ ĂŶĚ ŶŽǁ ƚŚĞLJ͛ƌĞ
ĨƌŽŵ ƚŚĞ ǁĂƌ͕ ďƵƚ ŝŶ ĨĂĐƚ LJŽƵ͛ƌĞ ƌƵŶŶŝŶŐ ƉƵůůŝŶŐ LJŽƵ ďĂĐŬ ŝŶ͘
ĨƌŽŵ ĂŶ ŝŶĨĂŵŽƵƐ ƉĂƐƚ͘ ƌĞ LJŽƵ Ă ǁĂƌ
ĐƌŝŵŝŶĂů͍ Ŷ ĂŐŝƚĂƚŽƌ͍ ĨŽƌŵĞƌ ƐƉLJ 3 zŽƵ͛ƌĞ ƐĞĐƌĞƚůLJ ǁŽƌŬŝŶŐ ĨŽƌ ƚŚĞ ŝƚLJ
ŚŝĚŝŶŐ ĨƌŽŵ LJŽƵƌ ĞŵƉůŽLJĞƌƐ͍ tĂƚĐŚ Žƌ Ă ĨŽƌĞŝŐŶ ĐƌŝŵĞ ĂŐĞŶĐLJ͕ ƚƌLJŝŶŐ
ƚŽ ǁŽƌŵ LJŽƵƌ ǁĂLJ ŝŶƚŽ ƚŚĞ ƵŶĚĞƌǁŽƌůĚ
4 zŽƵ͛ƌĞ Ă ĐŽǀĞƌƚ ŽƉĞƌĂƟǀĞ ǁŽƌŬŝŶŐ ŽĨ ^ŚĂƌŶ͘
ĨŽƌ ĂŶŽƚŚĞƌ ŶĂƟŽŶ͕ Žƌ ĨŽƌ Ă ƉŽǁĞƌĨƵů
ĂŐĞŶĐLJ ;Ă ĚƌĂŐŽŶŵĂƌŬĞĚ ŚŽƵƐĞ͕ ƚŚĞ 4 zŽƵ͛ƌĞ ĂŶ ŝŶĚĞƉĞŶĚĞŶƚ ĂŐĞŶƚ ǁŽƌŬŝŶŐ
ŝƚLJ tĂƚĐŚ͕ Ă ĐƌŝŵŝŶĂů ŽƌŐĂŶŝnjĂƟŽŶͿ͘ ƌĞ ǁŝƚŚ ŵŽƌĞ ƚŚĂŶ ŽŶĞ ŽĨ ^ŚĂƌŶ͛Ɛ ŐĂŶŐƐ͘
LJŽƵ ĐĂƌƌLJŝŶŐ ŽƵƚ ŵŝƐƐŝŽŶƐ͕ Žƌ ĂƌĞ LJŽƵ Ă tŚŝůĞ LJŽƵ ǀĂůƵĞ LJŽƵƌ ĨƌĞĞĚŽŵ͕ ŝĨ LJŽƵ͛ƌĞ
ƐůĞĞƉĞƌ ĂŐĞŶƚ ďƵŝůĚŝŶŐ Ă ĚĞĞƉ ĐŽǀĞƌ͍ ŶŽƚ ĐĂƌĞĨƵů LJŽƵ ĐŽƵůĚ ŵĂŬĞ ĞŶĞŵŝĞƐ ŽŶ
Ăůů ƐŝĚĞƐ͘

CHAPTER 6 | SHARN BACKGROUNDS 125


ENTERTAINER FOLK HERO

)[ IV MV\MZ\IQVMZ aW] KIV ÅVL I XTIKM \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 LW aW] ÅOP\ NWZ'
Phiarlan and House Thuranni train and license
entertainers. Do you have a license with one of 1d4 Folk Hero
the houses, or are you entirely independent?
1 zŽƵ ŐƌĞǁ ƵƉ ŝŶ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘ zŽƵ
1d4 Entertainer ĮŐŚƚ ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ƉĞŽƉůĞ ďŽƚŚ ĨƌŽŵ
ƚŚĞ ĚĞƉƌĞĚĂƟŽŶƐ ŽĨ ŐĂŶŐƐ ĂŶĚ ĂďƵƐĞ Ăƚ
1 zŽƵ͛ƌĞ Ă ĨĂǀŽƌŝƚĞ ŝŶ ƚŚĞ ƚŽƵŐŚĞƐƚ ƚŚĞ ŚĂŶĚƐ ŽĨ ƚŚĞ ǁĞĂůƚŚLJ͘
ƚĂǀĞƌŶƐ ŽĨ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͘ dŚĞ ĚĂƌŬĞƌ
ƚŚĞ ĚŝǀĞ͕ ƚŚĞ ďĞƩĞƌ͘ 2 zŽƵ͛ƌĞ ǁŽƌŬŝŶŐ ƚŽ ŝŵƉƌŽǀĞ ƚŚĞ ŝŵĂŐĞ ŽĨ
Ă ŵĂƌŐŝŶĂůŝnjĞĚ ŵŝŶŽƌŝƚLJ ŐƌŽƵƉ ;ŐŽďůŝŶƐ͕
2 zŽƵ͛ƌĞ ĂŶ ƵŶĚĞƌƐƚƵĚLJ Ăƚ ŽŶĞ ŽĨ ƚŚĞ ĐŚĂŶŐĞůŝŶŐƐ͕ ǁĂƌĨŽƌŐĞĚͿ ŝŶ ^ŚĂƌŶ͘
ŐƌĂŶĚ ƚŚĞĂƚĞƌƐ ŝŶ hƉƉĞƌ DĞŶƚŚŝƐ͘
3 zŽƵ͛ƌĞ Ă ƌĞĨƵŐĞĞ ĚƌŝǀĞŶ ĨƌŽŵ LJŽƵƌ
3 zŽƵ ƐƉĞĐŝĂůŝnjĞ ŝŶ ƌĞůŝŐŝŽƵƐ ŵƵƐŝĐ ĂŶĚ ŚŽŵĞ ďLJ ƚŚĞ ǁĂƌ͘ zŽƵ ǁĂŶƚ ƚŽ ƉƌŽƚĞĐƚ
ƉĞƌĨŽƌŵĂŶĐĞ͘ zŽƵ ǁŝůů ƵƐƵĂůůLJ ďĞ ŽƚŚĞƌ ƌĞĨƵŐĞĞƐ͕ ďƵƚ LJŽƵ͛ƌĞ ĂůƐŽ ĂŶ
ǁĞůĐŽŵĞĚ Ăƚ ĂŶLJ ƚĞŵƉůĞ ŽĨ LJŽƵƌ ĨĂŝƚŚ͘ ŽƉƉŽŶĞŶƚ ŽĨ ƚŚĞ ŵŽŶĂƌĐŚŝĞƐ ƚŚĂƚ ĚƌŽǀĞ
ƚŚĞ ŶĂƟŽŶƐ ŝŶƚŽ ǁĂƌ͘
4 zŽƵ͛ƌĞ ƉƌĞƐĞƌǀŝŶŐ ĂŶ ƵŶƵƐƵĂů ĂƌƟƐƟĐ
ƚƌĂĚŝƟŽŶ ƚŚƌŽƵŐŚ LJŽƵƌ ǁŽƌŬ͘ zŽƵ ŚĂǀĞ 4 zŽƵ͛ƌĞ ĐĞůĞďƌĂƚĞĚ ĨŽƌ ĂŶ ĂŵĂnjŝŶŐ
ĂŶ ĞĐĐĞŶƚƌŝĐ ƉĂƚƌŽŶ ǁŚŽ͛Ɛ ĚƌŝǀŝŶŐ LJŽƵ ĨĞĂƚ ŽĨ ŚĞƌŽŝƐŵ͕ ǁŚŝĐŚ ŵĂLJ ŚĂǀĞ
ƚŽ ĞdžƉůŽƌĞ ƚŚĞ ƌŽŽƚƐ ŽĨ ƚŚŝƐ ƚƌĂĚŝƟŽŶ͘ ŚĂƉƉĞŶĞĚ ŝŶ ^ŚĂƌŶ Žƌ ĚƵƌŝŶŐ ƚŚĞ ǁĂƌ͘
dŚĞ ƉƌŽďůĞŵ ŝƐ ƚŚĂƚ LJŽƵ ĚŝĚŶ͛ƚ ĂĐƚƵĂůůLJ
ĚŽ ŝƚ͘ ĂŶ LJŽƵ ůŝǀĞ ƵƉ ƚŽ ĞǀĞƌLJŽŶĞ͛Ɛ
ĞdžƉĞĐƚĂƟŽŶƐ ĂŶĚ ďĞĐŽŵĞ ƚŚĞ ŚĞƌŽ
ƚŚĞLJ ďĞůŝĞǀĞ LJŽƵ ƚŽ ďĞ͍

126 CHAPTER 6 | SHARN BACKGROUNDS


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 Hermit
Hosterler’s Guild of House Ghallanda covers
inns, taverns, and restaurants. Are you part of 1 zŽƵ ƐƉĞŶƚ ƚŚĞ ůĂƐƚ ƚĞŶ LJĞĂƌƐ ŵĞĚŝƚĂƟŶŐ
one of these international guilds, or tied to a ŽŶ Ă ƉŝůůĂƌ ŽŶ ŽŶĞ ŽĨ ƚŚĞ ŚŝŐŚĞƐƚ ƉŽŝŶƚƐ
smaller local organization? ŝŶ ^ŚĂƌŶ͘ ƌĞĐĞŶƚ ƌĞǀĞůĂƟŽŶ ŚĂƐ
ďƌŽƵŐŚƚ LJŽƵ ĚŽǁŶ ĨƌŽŵ LJŽƵƌ ƉĞƌĐŚ͖
1d4 'ƵŝůĚ ƌƟƐĂŶ ǁŚĂƚ ŝƐ LJŽƵƌ ƋƵĞƐƚ͍ KǀĞƌ ƚŚĞ ĐŽƵƌƐĞ ŽĨ
LJŽƵƌ ŝƐŽůĂƟŽŶ LJŽƵ ďĞĐĂŵĞ ƐŽŵĞƚŚŝŶŐ
1 zŽƵ͛ƌĞ Ă LJŽƵŶŐ ƉƌŽĚŝŐLJ͘ zŽƵ͛ǀĞ ũƵƐƚ ŽĨ Ă ƚŽƵƌŝƐƚ ĂƩƌĂĐƟŽŶ͖ Ă ŐŶŽŵĞ
ũŽŝŶĞĚ ƚŚĞ ŐƵŝůĚ͕ ďƵƚ LJŽƵƌ ĐŽŵƌĂĚĞƐ ĂƌĞ ŵĞƌĐŚĂŶƚ ƵƐĞĚ ƚŽ ƐĞůů ƉůĂƐƚĞƌ ƐƚĂƚƵĞƐ
ĂŵĂnjĞĚ Ăƚ LJŽƵƌ ĞĂƌůLJ ƚĂůĞŶƚ ĂŶĚ ƉƵƐŚ ŽĨ LJŽƵ ŽŶ LJŽƵƌ ƉŝůůĂƌ͘
LJŽƵ ƚŽ ĞdžĐĞů͘
2 zŽƵ ƐƉĞŶƚ LJŽƵƌ ůŝĨĞ ŝŶ Ă ŚŝĚĚĞŶ
2 tŚŝůĞ LJŽƵ͛ǀĞ ƐƟůů ŐŽƚ LJŽƵƌ ŐƵŝůĚ ƟĞƐ͕ ŵŽŶĂƐƚĞƌLJ ŝŶ ^ŚĂƌŶ͘ ŝĚ ƚŚĞ ŵĂƐƚĞƌ ŽĨ
LJŽƵ ƌĞƟƌĞĚ ĨƌŽŵ ƚŚĞ ďƵƐŝŶĞƐƐ ƐŽŵĞ LJŽƵƌ ŽƌĚĞƌ ƐĞŶĚ LJŽƵ ŽƵƚ ŽŶ Ă ŵŝƐƐŝŽŶ͍
LJĞĂƌƐ ĂŐŽ͘ zŽƵ ŚĂƚĞ ƚŚĞ ŶĞǁĨĂŶŐůĞĚ Kƌ ĂƌĞ LJŽƵ ƚŚĞ ůŽŶĞ ƐƵƌǀŝǀŽƌ ŽĨ ĂŶ
ƚĞĐŚŶŝƋƵĞƐ ƚŚĞ ŬŝĚƐ ĂƌĞ ƵƐŝŶŐ ƚŽĚĂLJ͘ ĂƩĂĐŬ ƚŚĂƚ ĚĞƐƚƌŽLJĞĚ LJŽƵƌ ŵŽŶĂƐƚĞƌLJ͍

3 zŽƵ͛ƌĞ Ă ƌĞƐƉĞĐƚĞĚ ŵĞŵďĞƌ ŽĨ ŽŶĞ 3 zŽƵ ǁĞƌĞ ƚŚĞ ůŽŶĞ ƐƵƌǀŝǀŽƌ ŽĨ ĂŶ
ŽĨ ƚŚĞ ĚƌĂŐŽŶŵĂƌŬĞĚ ŐƵŝůĚƐ͕ ďƵƚ ĂŝƌƐŚŝƉ ĐƌĂƐŚ ĂŶĚ ƐƉĞŶƚ LJĞĂƌƐ ŝŶ Ă
LJŽƵ͛ƌĞ ĐŽŶĐĞƌŶĞĚ ĂďŽƵƚ ƚŚĞ ƉŽůŝĐŝĞƐ ƌĞŵŽƚĞ ůŽĐĂƟŽŶ ƵŶƟů LJŽƵ ǁĞƌĞ ĨŽƵŶĚ͘
ŽĨ ƚŚĞ ŚŽƵƐĞ ĂŶĚ ƚŚĞ ĚŝƌĞĐƟŽŶ ŽĨ ŝƚƐ /Ŷ ƚŚĂƚ ƟŵĞ͕ LJŽƵ ĞdžƉĞƌŝĞŶĐĞĚ Ă
ůĞĂĚĞƌƐŚŝƉ͘ ƌĞŵĂƌŬĂďůĞ ƌĞǀĞůĂƟŽŶ͘ ŝĚ LJŽƵ ŚĂǀĞ Ă
ƌĞůŝŐŝŽƵƐ ĞdžƉĞƌŝĞŶĐĞ͕ Žƌ ĚŝĚ LJŽƵ ŚĂǀĞ
4 zŽƵ͛ƌĞ Ă ŵĞŵďĞƌ ŽĨ Ă ƐŵĂůů ĂůůŝĂŶĐĞ ŽĨ ĂŶ ĂƌĐĂŶĞ ŝŶƐŝŐŚƚ ŝŶƚŽ ƚŚĞ ǁŽƌŬŝŶŐƐ ŽĨ
ŝŶĚĞƉĞŶĚĞŶƚ ĂƌƟƐĂŶƐ͘ zŽƵ͛ƌĞ ĮŐŚƟŶŐ ƚŚĞ ƵŶŝǀĞƌƐĞ͍
ƚŽ ŬĞĞƉ LJŽƵƌ ĐŽůůĞĐƟǀĞ ĨƌŽŵ ďĞŝŶŐ
ĐƌƵƐŚĞĚ ďLJ ƚŚĞ ĚƌĂŐŽŶŵĂƌŬĞĚ ŚŽƵƐĞƐ͘ 4 zŽƵ͛ƌĞ Ă ůŝďƌĂƌŝĂŶ͘ zŽƵ͛ǀĞ ƐƉĞŶƚ LJŽƵƌ
ĞŶƟƌĞ ůŝĨĞ ŝŶ ƚŚĞ ůĂďLJƌŝŶƚŚ ŽĨ ŬƐ
ďĞůŽǁ DŽƌŐƌĂǀĞ hŶŝǀĞƌƐŝƚLJ͘ ĨĞǁ
ǁĞĞŬƐ ĂŐŽ LJŽƵ ƐƚƵŵďůĞĚ ŽŶ Ă ƐĞĐƌĞƚ
ďƵƌŝĞĚ ŝŶ ƚŚĞ ǀĂƵůƚƐͶƐŽŵĞƚŚŝŶŐ ƐŽ ďŝŐ
ƚŚĂƚ ŝƚ͛Ɛ ĚƌŝǀĞŶ LJŽƵ ĨƌŽŵ LJŽƵƌ ďĞůŽǀĞĚ
ŬƐ ĂŶĚ ŝŶƚŽ Ă ůŝĨĞ ŽĨ ĂĚǀĞŶƚƵƌĞ͘ /Ɛ ŝƚ
Ă ĨƌĂŐŵĞŶƚ ŽĨ ƚŚĞ ƌĂĐŽŶŝĐ WƌŽƉŚĞĐLJ͍
ĐŽŵƉůĞdž ƉƵnjnjůĞ ůĞĂĚŝŶŐ ƚŽ ĂŶ ĂŶĐŝĞŶƚ
ƚƌĞĂƐƵƌĞ͍

CHAPTER 6 | SHARN BACKGROUNDS 127


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 ;PIZV WZ LW aW] ÅVL \PM KQ\a \W JM LQ[\]ZJQVO
to your family means that you’ll have to deal and unnatural?
with their demands and expectations… and your
actions could tarnish your family’s reputation. 1d4 Outlander

1d4 Noble 1 zŽƵ ǁĞƌĞ ďŽƌŶ ŝŶ ƚŚĞ ƌƵŝŶƐ ŽĨ &ĂůůĞŶ ĂŶĚ
ŐƌĞǁ ƵƉ ĨĞƌĂů ŝŶ ^ŚĂƌŶ͕ ŚƵŶƟŶŐ ŝŶ ƚŚĞ
1 zŽƵ͛ƌĞ ĂƐŚĂŵĞĚ ŽĨ LJŽƵƌ ĨĂŵŝůLJ͘ tĞƌĞ ĐŽŐƐ ĂŶĚ ƐĞǁĞƌƐ͘ tŚĂƚ ĮŶĂůůLJ ĚƌĞǁ LJŽƵ
ƚŚĞLJ ǁĂƌ ƉƌŽĮƚĞĞƌƐ͍ ƌĞ ƚŚĞLJ ƚĂŬŝŶŐ ŽƵƚ ŝŶƚŽ ĐŝǀŝůŝnjĂƟŽŶ͍
ĂĚǀĂŶƚĂŐĞ ŽĨ ƌĞĨƵŐĞĞƐ͍ tŚĂƚĞǀĞƌ ƚŚĞ
ĐĂƵƐĞ͕ ĚĞƐƉŝƚĞ ďĞŝŶŐ ĂŶ ŚĞŝƌ ƚŽ ǁĞĂůƚŚ 2 zŽƵ ƐĞƌǀĞĚ ĂƐ Ă ŵĞƌĐĞŶĂƌLJ ƐĐŽƵƚ ŝŶ ƚŚĞ
ĂŶĚ ƉŽǁĞƌ͕ LJŽƵ͛ƌĞ ĐƵƌƌĞŶƚůLJ ŬĞĞƉŝŶŐ >ĂƐƚ tĂƌ ĂŶĚ ĨŽůůŽǁĞĚ LJŽƵƌ ĐŽŵƌĂĚĞƐ
LJŽƵƌ ůŝŶĞĂŐĞ Ă ƐĞĐƌĞƚ͘ ƚŽ ^ŚĂƌŶ ŝŶ ƚŚĞ ǁĂŬĞ ŽĨ ƚŚĞ ǁĂƌ͘

2 zŽƵ͛ƌĞ Ă ůŽĐĂů ĐĞůĞďƌŝƚLJ͘ zŽƵ ĚĞůŝŐŚƚ 3 zŽƵ ǁĞƌĞ ďƌŽƵŐŚƚ ƚŽ ^ŚĂƌŶ ĂƐ Ă
ŝŶ ƐůƵŵŵŝŶŐ ŝŶ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͕ ďƵƚ ĐƵƌŝŽƐŝƚLJ͘ zŽƵ ǁĞƌĞ ĞdžŚŝďŝƚĞĚ ŝŶ ƚŚĞ
ǁŚĞƌĞǀĞƌ LJŽƵ ŐŽ ŝŶ ^ŚĂƌŶ͕ ŐŽƐƐŝƉ ŝƐ ƵƉƉĞƌ ǁĂƌĚƐ ĨŽƌ Ă ƟŵĞ ƵŶƟů ƉĞŽƉůĞ
ƐƵƌĞ ƚŽ ĨŽůůŽǁ͘ ŐƌĞǁ ƟƌĞĚ ŽĨ LJŽƵ͘

3 zŽƵƌ ĨĂŵŝůLJ ŝƐ ŝŶǀŽůǀĞĚ ŝŶ Ă ůŽŶŐͲƚĞƌŵ 4 zŽƵ ĂƌĞ ĂŶ ĞdžŝůĞ ĨƌŽŵ LJŽƵƌ ŚŽŵĞůĂŶĚ͘
ƉůŽƚ ƚŽ ŽǀĞƌƚŚƌŽǁ ƚŚĞ ŵŽŶĂƌĐŚ ŽĨ LJŽƵƌ ŝĚ LJŽƵ ĐŽŵŵŝƚ Ă ƚĞƌƌŝďůĞ ĐƌŝŵĞ͍ tĂƐ
ŚŽŵĞůĂŶĚ͘ zŽƵƌ ũŽď ŝƐ ƚŽ ĮŶĚ ĐĂƉĂďůĞ LJŽƵƌ ƚƌŝďĞ ǁŝƉĞĚ ŽƵƚ ŝŶ Ă ĨĞƵĚ͍ ƌĞ LJŽƵ
ĐŽŵƌĂĚĞƐ ƚŽ ŚĞůƉ LJŽƵ ǁŝƚŚ LJŽƵƌ ƋƵĞƐƚ ĨŽůůŽǁŝŶŐ Ă ĚŝǀŝŶĞ ǀŝƐŝŽŶ͍
ĂŶĚ ƚŽ ŐĂŝŶ ƚŚĞ ƐƵƉƉŽƌƚ ŽĨ ŽƚŚĞƌ
ƉŽǁĞƌĨƵů ƉĞŽƉůĞ͘

4 tŚŝůĞ LJŽƵ ĂƌĞ ƐƟůů ƌĞĐŽŐŶŝnjĞĚ ĂƐ Ă
ŶŽďůĞ͕ LJŽƵƌ ůĂŶĚƐ ǁĞƌĞ ůŽƐƚ ŝŶ ƚŚĞ ǁĂƌ
ĂŶĚ LJŽƵƌ ƟƚůĞ ŝƐ Ăůů ďƵƚ ŵĞĂŶŝŶŐůĞƐƐ͘
ĂŶ LJŽƵ ĮŶĚ Ă ǁĂLJ ƚŽ ƌĞŐĂŝŶ LJŽƵƌ
ďŝƌƚŚƌŝŐŚƚ͍

128 CHAPTER 6 | SHARN BACKGROUNDS


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
1d4 Sailor
1 zŽƵ͛ƌĞ ĂŶ ƵŶƚĞŶƵƌĞĚ ƌĞƐĞĂƌĐŚĞƌ Ăƚ
DŽƌŐƌĂǀĞ hŶŝǀĞƌƐŝƚLJ͘ zŽƵ͛ƌĞ ĨĂƐĐŝŶĂƚĞĚ 1 zŽƵ͛ǀĞ ŐŽƚ ĚĞĞƉ ƟĞƐ ŝŶ ^ŚĂƌŶ͘ zŽƵƌ
ďLJ ŚŝƐƚŽƌLJ͕ ĂŶĚ LJŽƵ͛ƌĞ ĚĞƐƉĞƌĂƚĞ ƚŽ ĨĂŵŝůLJ ŽǁŶƐ Ă ƐŚŝƉ͕ ĂŶĚ LJŽƵ͛ǀĞ
ĚĞůǀĞ ŝŶƚŽ ĂĐƚƵĂů ƌƵŝŶƐ͘ ƐƉĞŶƚ ĂƐ ŵƵĐŚ ƟŵĞ ŽŶ ƚŚĞ ǁĂƚĞƌ ĂƐ
LJŽƵ ŚĂǀĞ ŽŶ ůĂŶĚ͘ ƌĞ LJŽƵƌ ƉĞŽƉůĞ
2 WĞŽƉůĞ ƚŚŝŶŬ LJŽƵ͛ƌĞ ĐƌĂnjLJ͘ zĞƐ͕ LJŽƵ ŵĞƌĐŚĂŶƚƐ͍ džƉůŽƌĞƌƐ͍ Kƌ ƉƌŝǀĂƚĞĞƌƐ͍
ŚĂǀĞ Ă ůŽƚ ŽĨ ƵŶŽƌƚŚŽĚŽdž ƚŚĞŽƌŝĞƐ͘
zŽƵ͛ƌĞ ĐĞƌƚĂŝŶ ƚŚĂƚ ŚŝĚĚĞŶ ĚƌĂŐŽŶƐ 2 zŽƵƌ ĨĂŵŝůLJ ǁŽƌŬƐ ƚŚĞ ĚŽĐŬƐ ŝŶ ^ŚĂƌŶ͘
ĂŶĚ ĚŝƐŐƵŝƐĞĚ ĮĞŶĚƐ ĂƌĞ ŵĂŶŝƉƵůĂƟŶŐ zŽƵ ŬŶŽǁ ĞǀĞƌLJƚŚŝŶŐ ƚŚĞƌĞ ŝƐ ƚŽ ŬŶŽǁ
ŐŽǀĞƌŶŵĞŶƚƐ ĂŶĚ ƚŚĂƚ ƚŚĞ DŽƵƌŶŝŶŐ ĂďŽƵƚ ƐŚŝƉƐ͕ ĂŶĚ LJŽƵ ŬŶŽǁ ŚĂůĨ ŽĨ ƚŚĞ
ǁĂƐ ĂŶ ŝŶƐŝĚĞ ũŽď͘ ŶĚ ƐƵƌĞ͕ ŵĂLJďĞ ĐĂƉƚĂŝŶƐ ǁŚŽ ƉĂƐƐ ƚŚƌŽƵŐŚ ƚŚĞ ƉŽƌƚ͕
LJŽƵƌ ͞ůŝďƌĂƌLJ͟ ŝƐ Ă ĐŽůůĞĐƟŽŶ ŽĨ ƌŽƫŶŐ ďƵƚ LJŽƵ͛ǀĞ ŶĞǀĞƌ ŚĂĚ ƚŚĞ ĐŚĂŶĐĞ ƚŽ
ŬƐ ĂŶĚ ŽůĚ ŝƐƐƵĞƐ ŽĨ ƚŚĞ ^ŚĂƌŶ ƚĂŬĞ ƚŽ ƚŚĞ ŽƉĞŶ ƐĞĂ͘
/ŶƋƵŝƐŝƟǀĞ ƉĂƐƚĞĚ ŽŶ ƚŚĞ ǁĂůůƐ ŽĨ Ă
ďƵƌŶƚͲŽƵƚ ŬƐƚŽƌĞ͘ Ƶƚ ǁŚĂƚ ŝĨ LJŽƵ͛ƌĞ 3 tŚĞŶ LJŽƵ ǁĞƌĞ Ă ĐŚŝůĚ͕ LJŽƵ ƐĞƌǀĞĚ ĂƐ
ƌŝŐŚƚ͍ ,ŵŵ͍ Ă ĚĞĐŬŚĂŶĚ ŽŶ Ă ƐŚŝƉ ƚŚĂƚ ĞdžƉůŽƌĞĚ
ƚŚĞ ĐŽĂƐƚ ŽĨ yĞŶ͛ĚƌŝŬ͘ zŽƵ ƐĂǁ ŵĂŶLJ
3 zŽƵ͛ƌĞ ǁŝƚŚ ƚŚĞ ƉƌĞƐƐ͘ zŽƵ͛ƌĞ Ă ǁŽŶĚƌŽƵƐ ƚŚŝŶŐƐ͙ ŝŶĐůƵĚŝŶŐ Ă ƐĞĐƌĞƚ
ĨƌĞĞůĂŶĐĞ ĐŚƌŽŶŝĐůĞƌ ĨŽƌ ƚŚĞ ^ŚĂƌŶ ůŽĐĂƟŽŶ LJŽƵ͛ǀĞ ŶĞǀĞƌ ĨŽƌŐŽƩĞŶ͘ EŽǁ
/ŶƋƵŝƐŝƟǀĞ͕ ĂůǁĂLJƐ ŽŶ ƚŚĞ ůŽŽŬŽƵƚ ĨŽƌ LJŽƵ͛ƌĞ Ă ĐĂƉĂďůĞ ĂĚǀĞŶƚƵƌĞƌ ŝŶ LJŽƵƌ
ďƌĞĂŬŝŶŐ ŶĞǁƐ͘ zŽƵ ŬŶŽǁ LJŽƵƌ ŚŝƐƚŽƌLJ ŽǁŶ ƌŝŐŚƚ͘ ^ŽŵĞĚĂLJ LJŽƵ͛ůů ůĞĂĚ Ă ƐŚŝƉ
ĂŶĚ LJŽƵ ŬŶŽǁ ŚŽǁ ƚŽ ƌĞƐĞĂƌĐŚ Ă ƐƚŽƌLJ͘ ďĂĐŬ ƚŽ ƚŚĂƚ ĨŽƌŐŽƩĞŶ ĐŽǀĞ͊
Ƶƚ ŝĨ LJŽƵ ǁĂŶƚ ƚŽ ŵĂŬĞ ŚĞĂĚůŝŶĞƐ͕ LJŽƵ
ŶĞĞĚ ƚŽ ďĞ ŽŶ ƚŚĞ ƐĐĞŶĞ ĨŽƌ ƐŽŵĞƚŚŝŶŐ 4 zŽƵ͛ƌĞ ĂŶ ŝŶĨĂŵŽƵƐ ƉŝƌĂƚĞ͘ zŽƵ ŶĞǀĞƌ
ďŝŐ͘ ŚĂƌŵĞĚ Ă ƌĞůŝƐŚ ǀĞƐƐĞů͕ ďƵƚ LJŽƵ ǁĞƌĞ
ƚŚĞ ƚĞƌƌŽƌ ŽĨ ƚŚĞ dŚƵŶĚĞƌ ^ĞĂ͕ ƌĂŝĚŝŶŐ
4 zŽƵ͛ƌĞ ŽŶ ƚŚĞ ĐƵƫŶŐ ĞĚŐĞ ŽĨ ĂƌĐĂŶĞ ŵĞƌĐŚĂŶƚƐ ĂŶĚ ƐŵƵŐŐůĞƌƐ ĂůŝŬĞ͘ ƚ
ƚŚĞŽƌLJ͘ ,ŽƵƐĞ ĂŶŶŝƚŚ͕ ƌĐĂŶŝdžͶ ůĞĂƐƚ͕ LJŽƵ ǁĞƌĞ͙ ƵŶƟů LJŽƵƌ ĐƌĞǁ
ƚŚĞLJ͛ƌĞ Ăůů ŝĚŝŽƚƐ͘ zŽƵ͛ƌĞ ŽŶ ƚŚĞ ǀĞƌŐĞ ŵƵƟŶŝĞĚ͕ ůĞĂǀŝŶŐ LJŽƵ ŚƵŵŝůŝĂƚĞĚ ĂŶĚ
ŽĨ Ă ŵĂũŽƌ ĚŝƐĐŽǀĞƌLJ ;dŚĞ ĐĂƵƐĞ ŽĨ ƚŚĞ ƐƚƌĂŶĚĞĚ ŝŶ ^ŚĂƌŶ͘ Ƶƚ LJŽƵ ĂƌĞ ƐƵƌĞ
DŽƵƌŶŝŶŐ͍ dŚĞ ŶĂƚƵƌĞ ŽĨ ǁĂƌĨŽƌŐĞĚ ŶĞǁ ĨŽƌƚƵŶĞ ůŝĞƐ ũƵƐƚ ĂŚĞĂĚ͊
ƐŽƵůƐ͍ ƐƚĂďůŝƐŚŝŶŐ Ă ĐŽŶŶĞĐƟŽŶ ƚŽ
ŶĞǁ ƌĞĂůŵƐ ŽĨ ĞdžŝƐƚĞŶĐĞ͍Ϳ ďƵƚ ƚŚĞ
ƉŝĞĐĞƐ LJŽƵ ŶĞĞĚ ĂƌĞ ŽƵƚ ƚŚĞƌĞ ŝŶ ƚŚĞ
ǁŽƌůĚ͘

CHAPTER 6 | SHARN BACKGROUNDS 129


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\a AW] PIL \W ÅVL aW]Z W_V XI\P QV
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 ,QL aW] ÅOP\ NWZ *ZMTIVL WZ LQL siblings? Are you still young, or is your time as an
you serve in a foreign army? urchin a thing of the past?

1d4 Soldier 1d4 Urchin

1 dŚĞ ǁĂƌ ŝƐ ŶĞǀĞƌ ŽǀĞƌ͘ zŽƵ ŬŶŽǁ 1 zŽƵ ŐƌĞǁ ƵƉ ŽŶ ƚŚĞ ƐƚƌĞĞƚƐ ŽĨ >ŽǁĞƌ
LJŽƵƌ ĞŶĞŵŝĞƐ ĂƌĞ ƐƟůů ƉůŽƫŶŐ͕ ĂŶĚ ƵƌĂ͘ zŽƵ ŚĂĚ ƚŽ ĮŶĚ Žƌ ƐƚĞĂů ƚŚĞ
LJŽƵ͛ƌĞ ŐŽŝŶŐ ƚŽ ĚŽ ǁŚĂƚĞǀĞƌ ŝƚ ƚĂŬĞƐ ƚŚŝŶŐƐ LJŽƵ ŶĞĞĚĞĚ ƚŽ ƐƵƌǀŝǀĞ͘ zŽƵ
ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ŶĂƟŽŶ͘ /Ĩ LJŽƵ͛ƌĞ ŶŽƚ ĚŽŶ͛ƚ ƚƌƵƐƚ ĂŶLJŽŶĞ Žƌ ĂŶLJƚŚŝŶŐ͙
ĨƌŽŵ ƌĞůĂŶĚ͕ ƚŚĂƚ ŵĞĂŶƐ ƐĞƌǀŝŶŐ ƚŚĞ ĞdžĐĞƉƚ ƚŚĞ ĨĞǁ ĨƌŝĞŶĚƐ LJŽƵ͛ǀĞ ŵĂĚĞ
ŝŶƚĞƌĞƐƚƐ ŽĨ LJŽƵƌ ŶĂƟŽŶ ŝŶ ^ŚĂƌŶͶ ŽǀĞƌ ƚŚĞ LJĞĂƌƐ͘ zŽƵ͛Ě ĚŽ ĂŶLJƚŚŝŶŐ
ǁŚĂƚĞǀĞƌ ƚŚŽƐĞ ŵĂLJ ďĞ͘ ĨŽƌ LJŽƵƌ ĨƌŝĞŶĚƐͶĞǀĞŶ ďĞĐŽŵĞ ĂŶ
ĂĚǀĞŶƚƵƌĞƌ͘
2 zŽƵ͛ƌĞ ĂŶ ŽůĚ ƐŽůĚŝĞƌ͗ LJŽƵ ƐĞƌǀĞĚ ǁŝƚŚ
ĚŝƐƟŶĐƟŽŶ ĂŶĚ ƌĞƟƌĞĚ ǁŝƚŚ ŚŽŶŽƌ 2 Ɛ ĂŶ ŽƌƉŚĂŶ͕ LJŽƵ ǁĞƌĞ ƌĞĐƌƵŝƚĞĚ ďLJ
ĚĞĐĂĚĞƐ ĂŐŽ͘ zŽƵ͛ǀĞ ŐŽƚ ĂŶ ĞŶĚůĞƐƐ Ă ŐĂŶŐ ŽĨ ƚŚŝĞǀĞƐ͘ dŚĞ ƌĞƐƚ ŽĨ LJŽƵƌ
ƐƵƉƉůLJ ŽĨ ƐƚŽƌŝĞƐ ŽĨ LJŽƵƌ ŚĞƌŽŝĐ ĚĞĞĚƐ͘ ĐƌĞǁ ǁĂƐ ǁŝƉĞĚ ŽƵƚ ŝŶ Ă ďƌƵƚĂů ŐĂŶŐ
/ƚ͛Ɛ ďĞĞŶ Ă ůŽŶŐ ƟŵĞ ƐŝŶĐĞ LJŽƵ͛ǀĞ ǁĂƌ͕ ĂŶĚ ŶŽǁ LJŽƵ͛ƌĞ ůŽŽŬŝŶŐ ĨŽƌ Ă
ďĞĞŶ ŝŶ ĐŽŵďĂƚ ĂŶĚ LJŽƵƌ ƐŬŝůůƐ ĂƌĞ Ă ŶĞǁ ƚĞĂŵ͘
ůŝƩůĞ ƌƵƐƚLJ͘ Ƶƚ LJŽƵ͛ƌĞ ƐƵƌĞ ƚŚĂƚ ŝĨ LJŽƵ
ƉŝĐŬ ƵƉ Ă ƐǁŽƌĚ͕ ŝƚ ǁŝůů Ăůů ĐŽŵĞ ďĂĐŬ 3 zŽƵ ŐƌĞǁ ƵƉ ĐƌĂǁůŝŶŐ ƚŚĞ ǁĂůůƐ͕
ƚŽ LJŽƵ ƐŽŽŶ ĞŶŽƵŐŚ͘ ĂŶĚ LJŽƵ ŬŶŽǁ ƚŚĞ ĐŝƚLJ ďĞƩĞƌ ƚŚĂŶ
ĂŶLJŽŶĞ͘ dŚĞ ǁŽƌůĚ͛Ɛ Ă ƵŐůLJ ƉůĂĐĞ͕
3 zŽƵ͛ƌĞ ĂŶ ŽĸĐĞƌ ŽĨ ƚŚĞ LJƌĂŶ ĂƌŵLJ͘ ďƵƚ ƚŚĞƌĞ͛Ɛ Ă ůŽƚ ŽĨ ǁŽŶĚĞƌƐ ŝŶ ƚŚĞƐĞ
zŽƵ ŽŶĐĞ ŚĞůĚ Ă ĨĂŝƌůLJ ŚŝŐŚ ƌĂŶŬ͕ ďƵƚ ƚŽǁĞƌƐ͙ ĂŶĚ LJŽƵ͛ƌĞ ŚĂƉƉLJ ƚŽ ƐŚĂƌĞ
LJŽƵƌ ŶĂƟŽŶ ŝƐ ĚĞƐƚƌŽLJĞĚ ĂŶĚ LJŽƵƌ ƚŚŽƐĞ ƐĞĐƌĞƚƐ ǁŝƚŚ LJŽƵƌ ĨƌŝĞŶĚƐ͘
ƐŽůĚŝĞƌƐ ƐĐĂƩĞƌĞĚ͘ Ž LJŽƵ ƐƟůů ĨĞĞů
ďŽƵŶĚ ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ƉĞŽƉůĞ͕ ĂƌĞ LJŽƵ 4 zŽƵ͛ƌĞ Ă ƌĞĨƵŐĞĞ͘ zŽƵ ǁĞƌĞ ƉƵƚ ŝŶ ƚŚĞ
ŽŶůLJ ůŽŽŬŝŶŐ ŽƵƚ ĨŽƌ LJŽƵƌƐĞůĨ͍ ĐĂŵƉ ŝŶ ,ŝŐŚ tĂůůƐ͕ ďƵƚ ŶŽ ǁĂůůƐ ĐĂŶ
ŚŽůĚ LJŽƵ͘ ^ŚĂƌŶ ŝƚƐĞůĨ ŝƐ ĂŶ ĂĚǀĞŶƚƵƌĞ͕
4 zŽƵƌ ƟĞƐ ĂƌĞŶ͛ƚ ƚŽ ƚŚĞ ƚƌĂĚŝƟŽŶĂů ĂŶĚ LJŽƵ͛ƌĞ ĚĞĂůŝŶŐ ǁŝƚŚ ƚŚĞ ŚŽƌƌŽƌƐ
ŵŝůŝƚĂƌLJ͖ ƚŚĞLJ͛ƌĞ ƚŽ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ͘ ŽĨ LJŽƵƌ ƉĂƐƚ ďLJ ĞdžƉůŽƌŝŶŐ LJŽƵƌ ŶĞǁ
zŽƵ ǁĞƌĞ ĨŽƌĐĞĚ ŽƵƚ ŽĨ ƚŚĞ tĂƚĐŚ ďLJ Ă ŚŽŵĞ͘
ŐƌŽƵƉ ŽĨ ĐŽƌƌƵƉƚ ŽĸĐĞƌƐ͘ zŽƵ ƐƟůů ŚĂǀĞ
ĨƌŝĞŶĚƐ ĂŵŽŶŐ ƚŚĞ ŐƵĂƌĚƐ͕ ďƵƚ ƚŚĞƌĞ͛Ɛ
Ă ůŽƚ ŽĨ ďĂĚ ĂƉƉůĞƐ ŝŶ ƚŚĞ ďĂƌƌĞů͘ Ž
LJŽƵ ǁĂŶƚ ƚŽ ĐůĞĂŶ ƵƉ ƚŚĞ tĂƚĐŚ͕ Žƌ
ĂƌĞ LJŽƵ ĐŽŶƚĞŶƚ ƚŽ ĞŶĨŽƌĐĞ ũƵƐƟĐĞ ŽŶ
LJŽƵƌ ŽǁŶ͍

130 CHAPTER 6 | THE SHAPE OF SHARN


THE SHAPE OF SHARN Sharn stands above the Dagger River. It’s an
important port for anyone dealing with Aerenal,
When you live on the inside low, you never see the Xen’drik, or Sarlona. Mountains line the shores
sun. People hear ‘towers’, they think of graceful of the Dagger, and Sharn can’t spread out… so
little spires, the sort of thing you see poking up in instead it’s grown ever upward.
the corner of your lord’s keep. We’ve got those, and
lots of ‘em. But the foundation of the city is the ;PIZV Q[ JZWSMV QV\W Å^M ¹Y]IZ\MZ[º" +MV\ZIT
core towers. The walls of these towers are so thick, Plateau, Dura, Menthis Plateau, Northedge, and
aW] KW]TL Å\ aW]Z TWZL¼[ MV\QZM KI[\TM QV WVM <I^QKS¼[ 4IVLQVO -IKP WN \PM[M Y]IZ\MZ[ Q[ I P]J
of massive core towers. A web of bridges and
You’ve got your outside districts where you get the platforms connects these vast spires, and a host
open air, built on the bridges and platforms that of smaller turrets sprout from the edges of the
connect the core towers together. You’ve got the core towers. The district of Skyway ÆWI\[ IJW^M
little turrets, built on the core tower walls and the the highest towers, while the tunnels of the Cogs
bridges between. You’ve got the folk in the middle, stretch out below the lower city.
who live and work in the walls themselves. And
then you’ve got those of us on the inside, our Sharn is a vertical city, and height is a simple
districts entirely contained in the hollow well of QVLQKI\WZ WN [\I\][ IVL _MIT\P -IKP Y]IZ\MZ
a great tower. You look up in Callestan, you see is roughly divided into three levels, and the
twinkling lights, to be sure. But those aren’t stars, KWUJQVI\QWV WN Y]IZ\MZ IVL TM^MT LMÅVM[ I
and that isn’t the sky. You’re looking up through ward. Thus, wards include Lower Dura, Upper
a mile of bridges and platforms crossing the well, Central, and Middle Menthis. This distinction
looking up at the districts above you. gives a general sense of the tone of a ward.

You live up high, you can touch the sky. In the • Upper wards are home to the wealthy
middle you can still see the sun. Down on the IVL XW_MZN]T 0MZM aW]¼TT ÅVL \PM ÅVM[\
inside low, all we have is gloom and the constant goods and the most expensive services. The
LZQX _I\MZ IVL _WZ[M ÆW_QVO NZWU LW_V NZWU \PM \aXQKIT Y]ITQ\a WN UMIT[ IVL QVV[ Q[ _MIT\Pa
streets above us. or aristocratic, and rough adventurers may
be treated with suspicion. Violence is rare;
Sharn is the largest city in Khorvaire, with a the City Watch is active in these areas, and
permanent population of approximately 210,000 if they’re corrupt, they’re at least taking
people. Humans make up about a third of that bribes from people richer than you.
number, and dwarves are a sixth of it; the rest
is a blend of every race found across Khorvaire. • Middle wards are home to the middle
0ITÆQVO[ MT^M[ IVL OVWUM[ PI^M I [QOVQÅKIV\ KTI[[M[ 0MZM aW]¼TT ÅVL J][\TQVO UIZSM\[
presence in the city, but even kalashtar and and taverns, along with a wide range of
changelings have communities in Sharn. Beyond entertainment and housing. Services range
the permanent population, tens of thousands of from modest to comfortable, with a few
people pass through Sharn every day. Refugees wealthy-grade options tucked away. The
NZWU \PM _IZ [\QTT ÅVL \PMQZ _Ia \W ;PIZV ITWVO City Watch has a presence, but not as
with tourists, spies, merchants, and people strong as in the upper districts.
PWXQVO \W ÅVL \PMQZ NWZ\]VM QV \PM OZIVLM[\ KQ\a QV
Eberron. • Lower wards house the hard-working
laborers, but they’re also home to the
destitute and the desperate… refugees
who’ve lost everything in the war, orphans
and urchins who never had anything to
begin with. Modest services can be found,
J]\ W^MZITT \PM TW_MZ LQ[\ZQK\[ IZM [Y]ITQL
IVL XWWZ# I ^Q[Q\WZ QV ÅVM KTW\PM[ UQOP\
attract unwanted attention. The City

CHAPTER 6 | THE SHAPE OF SHARN 131


Watch pays little attention to the lower ^»ù‘ʃ‘«›Ý
districts, making them a haven for criminals
and gangs. 6N\FRDFKHV DUH VPDOO Á\LQJ YHVVHOV 7KH\
FRPH LQ D ZLGH UDQJH RI VKDSHV DQG VL]HV
This is a broad stereotype that doesn’t apply to $ W\SLFDO DLU WD[L PLJKW UHVHPEOH D URZERDW
ITT _IZL[ ,]ZI Q[ I XIZ\QK]TIZTa XWWZ Y]IZ\MZ ZKLOH D WRXULQJ YHVVHO FRXOG EH WKH VL]H RI
IVL =XXMZ ,]ZI Q[ M‫ٺ‬MK\Q^MTa I UQLLTM _IZL# D ORQJVKLS DQG KDYH DQ HQFORVHG FDELQ IRU
meanwhile, Central is a center of wealth and JXHVWV
XW_MZ IVL 4W_MZ +MV\ZIT Q[ IT[W M‫ٺ‬MK\Q^MTa I
middle ward. 8QOLNH DLUVKLSV VN\FRDFKHV GRQ·W PDNH
XVH RI ERXQG HOHPHQWDOV 6KDUQ LV ORFDWHG LQ
Each ward is further subdivided into districts, D PDQLIHVW ]RQH WKDW HQKDQFHV PDJLFV WLHG
VMQOPJWZPWWL[ LMÅVML Ja IV MKWVWUQK ZWTM I WR ÁLJKW DQG OHYLWDWLRQ DQG WKLV LV ZKDW PDNHV
[XMKQÅK KWUU]VQ\a WZ JW\P 4W_MZ 6WZ\PMLOM ERWK VN\FRDFKHV DQG WKH WRZHUV WKHPVHOYHV
includes the districts of Stonegard, Longstairs, SRVVLEOH ,I D VN\FRDFK LV WDNHQ PRUH WKDQ D
and North Market. Lower Dura includes seven PLOH DZD\ IURP 6KDUQ LWV HQFKDQWPHQWV ZLOO
distinct districts. This book doesn’t delve deeply IDLO DQG LW ZLOO FUDVK
QV\W ]VQY]M NMI\]ZM[ WN MIKP LQ[\ZQK\# \PM JZWIL
ÆI^WZ WN I _IZL Q[ MVW]OP \W LZQ^M IV IL^MV\]ZM +RXVH /\UDQGDU PDLQWDLQV DQG OLFHQVHV
If you’d like to know more about the districts of PRVW RI WKH VN\FRDFKHV LQ 6KDUQ EXW \RX
Sharn—along with more information about its GRQ·W KDYH WR KDYH WKH 0DUN RI 6WRUPV
many factions, plots, and locations—refer to the WR SLORW DQ VN\FRDFK ,W GRHV UHTXLUH
sources presented in the Appendix. VSHFLDOL]HG WUDLQLQJ³D WRRO SURÀFLHQF\ ZLWK
DLU YHKLFOHV³VR LI \RX·UH SODQQLQJ WR VWHDO DQ
GETTING AROUND DLUVKLS \RX·OO QHHG WR PDNH VXUH \RX·YH JRW
VRPHRQH ZKR FDQ SLORW LW
Sharn is an enormous city and traveling from
WVM [QLM \W \PM W\PMZ KIV JM Y]Q\M IV WZLMIT )[ I Traveling from district to district involves
rough guideline… lots of bridges and ramps, along with magic
TQN\[¸^I[\ ÆWI\QVO LQ[S[ \PI\ [TW_Ta I[KMVL IVL
• It takes up to 30 minutes to move around descend along threads of mystical energy. Lifts
within a particular ward. are designed to move cargo and can be up to 30
feet in diameter. Most lifts have rails but aren’t
• If you’re traveling between wards, add 30 N]TTa MVKTW[ML# _PMV ÅOP\QVO WV I TQN\ X][PQVO
minutes for each ward you pass through. [WUMWVM W‫\ ٺ‬PM MLOM Q[ IT_Ia[ I XW[[QJQTQ\a
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
WN \PM[M Y]IZ\MZ[ There are many ways to speed up travel
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 NWZU WN ÆQOP\ Q[ \PM [SaKWIKP J]\ UIVa ÆaQVO
+MV\ZIT Y]IZ\MZ Q[ WVTa KWVVMK\ML \W 6WZ\PMLOM 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


CHAPTER 6 | CENTRAL PLATEAU QUARTER 133


CENTRAL PLATEAU QUARTER out, the district of Sovereign Towers is home to
Sharn’s greatest monuments of faith, including
The power and wealth of Sharn are concentrated the Pavilion of the Host (Sovereign Host) and
in the Central Plateau. It’s the safest place in the Cathedral of the Cleansing Flame (Silver
the city, combining the most capable units Flame). While it’s a middle ward, services are
WN \PM +Q\a ?I\KP _Q\P \PM PMILY]IZ\MZ[ WN KWUNWZ\IJTM \W _MIT\Pa QV Y]ITQ\a
Sharn’s elite forces. Whether you’re looking to
deal with powerful merchants, city councilors, LOWER CENTRAL
dragonmarked barons, or the ambassadors of
other nations, Central Plateau is a place where This district is peaceful and largely residential; it’s
deals are made and gold changes hands. the safest and most pleasant of the lower wards.
;MZ^QKM[ IZM TIZOMTa KWUNWZ\IJTM QV Y]ITQ\a IVL
UPPER CENTRAL the Sharn Watch is plentiful and well paid.

*W\P OWTL IVL XW_MZ ÆW_ LW_V NZWU =XXMZ THINGS TO DO IN CENTRAL PLATEAU
Central. The Council Hall is the seat of city
government, while the Korranath—the grand Attend an Auction. The Aurora Gallery
temple of Kol Korran—is the heart of Sharn’s =XXMZ +MV\ZIT Q[ \PM ÅVM[\ I]K\QWV PW][M QV
ÅVIVKQIT LQ[\ZQK\ IVL \PM TWKI\QWV WN 0W][M Sharn and specializes in auctions of exotic magic
Kundarak’s largest bank… along with the items and relics from Xen’drik. You never know
legendary Kundarak Vaults. Upper Central what’s going to be available—or who will be
houses the mansions and estates of powerful bidding against you.
nobles, along with businesses that cater to them.
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
MIDDLE CENTRAL also Sharn’s high-security prison.

A center for intrigue and espionage. The district Pray. The primary temples of the Sovereign
of Ambassador Towers includes embassies and Host and the Silver Flame are located in Middle
consulates from the Thronehold Nations, along +MV\ZIT ITWVO _Q\P I PW[\ WN [PZQVM[ \W [XMKQÅK
with Aerenal and Sarlona. Ambassador Towers is Sovereigns and lesser faiths. Take part in a
IT[W PWUM \W \PM 3QVO¼[ +Q\ILMT PMILY]IZ\MZ[ WN festival or drop in for some spiritual guidance!
Brelish intelligence. Across the ward, the district
of Dragon Towers holds the primary enclaves Espionage! Whether you work for your
of the dragonmarked houses. Rounding things nation or get entangled in the schemes of the
dragonmarked houses, there’s a lot of powerful
people in Middle Central with a use for capable
agents.

134 CHAPTER 6 | CENTRAL PLATEAU QUARTER


DURA QUARTER QV \PM _IZL# \PQ[ WTL QVV _I[ \PM ÅZ[\ /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.
Q\ JMPQVL ,]ZI Q[ \PM WTLM[\ Y]IZ\MZ WN ;PIZV
and many consider it to be a blight on the LOWER DURA
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[ٺ‬QLM IVL \PM LWKS[ 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\ ÅVL IVa_PMZM MT[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
UPPER DURA _I[ IJIVLWVML IN\MZ I ÆWI\QVO \W_MZ KWTTIX[ML
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.
Y]ITQ\QM[ WN I UQLLTM _IZL *]\ Q\¼[ I XTIKM \PI\
welcomes all manner of suspicious customers… THINGS TO DO IN DURA
_PQKP UISM[ Q\ I PI^MV NWZ IL^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;
it’s said that the strongest spirits in Sharn are Gamble. Legal gambling is heavily taxed and
served at Morragin’s Tavern. Hope’s Peak is limited in its scope. Dura is home to a wide range
a temple district, notable for the Citadel of the WN [PILQMZ IVL UWZM XZWÅ\IJTM OIUM[
Sun. Dedicated to Dol Arrah, this church is
considered to be a true bastion of light. Finally, Go Shopping. If you’re looking for expensive
the Overlook district is home to most of the goods shop elsewhere. But the Bazaar of Middle
kalashtar in Sharn. Dura is an excellent source for exotic goods…
TMOIT WZ W\PMZ_Q[M +TQ‫\ٺ‬WX KI\MZ[ \W IL^MV\]ZMZ[
MIDDLE DURA and has a reasonable selection of magical goods.

Middle Dura caters to the working class of Sharn. A Little Crime. Looking for a fence? Need
It’s inns and taverns are modest in price, but \W ÅVL I [U]OOTMZ WZ IV I[[I[[QV' ,W aW] _IV\
there’s gold among the dross. The Bazaar is the to set up a meeting with a Boromar lieutenant?
largest commercial district in Sharn, though it’s Lower Dura is the nexus for criminal activities
certainly shadier than the other major markets in Sharn.
in the city. Middle Dura is home to a host of
inns and taverns. The King of Fire is a popular ;]‫ٺ‬MZ ) <MZZQJTM )KKQLMV\ The Sharn
tavern and reputable gambling establishment. Watch ignores Lower Dura, and even in the
Ghallanda Hall has the only comfortable rooms higher wards they’re spread thin. There are even
stories of dragonmarked houses and mad wizards
conducting dangerous experiments in Lower
Dura… who’s going to stop them?

CHAPTER 6 | DURA QUARTER 135


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.
8TI\MI] Q[ WVM WN \PM UW[\ LQ^MZ[M Y]IZ\MZ[ QV
Sharn. Whether you’re looking for classical LOWER MENTHIS
\PMI\MZ I ÅVM JWWS[\WZM WZ IV QTTMOIT ÅOP\QVO
ZQVO 5MV\PQ[ PI[ [WUM\PQVO \W W‫ٺ‬MZ Providing cheap entertainment to the masses,
4W_MZ 5MV\PQ[ Q[ KZW_LML 1\¼[ ÅTTML _Q\P [SM\KPa
UPPER MENTHIS taverns and theaters ranging from the innocent to
\PM ZQ[Y]M <PMZM IZM OIUJTQVO PITT[ JZW\PMT[ IVL
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\W NW]Z WN \PM ÅVM[\ \PMI\MZ[ QV *ZMTIVL" <PM 5MV\PQ[ Q[ IT[W PWUM \W \PM *]ZVQVO :QVO I ÅOP\
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.
WV ÅVM NWWL IVL NI[PQWV# \PM UW[\ ZMUIZSIJTM
glamerweave in Sharn can be found in Den’iyas, THINGS TO DO IN MENTHIS PLATEAU
I OVWUM LQ[\ZQK\ SVW_V I[ ¹4Q\\TM BQTIZOW º
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 \PM ÅVM[\ QV[\Q\]\M WN TMIZVQVO QV 3PWZ^IQZM J]\
that play out between the gnome residents. Q\¼[ \PM JM[\ ;PIZV PI[ \W W‫ٺ‬MZ ?PM\PMZ aW] _IV\
to conduct your own research in the library or to
MIDDLE MENTHIS ÅVL I [XMKQITQ[\ QV OWJTQV PQ[\WZa WZ \PM \PMWZa WN
manifest zones, Morgrave is your best option.
This ward is the most diverse in Sharn, and
includes communities drawn from across Show Business. Menthis has a host of
Khorvaire. The Little Plains district draws performance venues, from the Grand Stage to the
PITÆQVO QUUQOZIV\[ NZWU \PM <ITMV\I 8TIQV[ many taverns of Lower Menthis. Spontaneous
Cassan Bridge PI[ I [QOVQÅKIV\ XWX]TI\QWV WN street performances are common throughout the
orcs and half-orcs from the Shadow Marches. Y]IZ\MZ 1V ILLQ\QWV \W MVRWaQVO \PM MV\MZ\IQVUMV\
Immigrants from the Lhazaar Principalities aW] KW]TL IT_Ia[ \Za \W ÅVL _WZS¸MQ\PMZ
have settled in Warden Towers. And Smoky showcasing your artistic talents on stage or
<W_MZ[ PIL I [QOVQÅKIV\ +aZIV KWUU]VQ\a M^MV displaying your prowess in the Burning Ring.
before the Last War; this has become a haven
for Cyrans wealthy enough to avoid the refugee Join an Expedition. Scholars at Morgrave
camps of High Walls. This results in a diverse often sponsor expeditions to Xen’drik and into
array of cuisine, entertainment, and services the ruins below Sharn. Cyran nobles in Smoky
drawing on the traditions of these places. Towers look for brave souls to venture into the
Mournland to reclaim lost treasures.
The Everbright district may be of particular
interest to adventurers. This is a hub for mystical Cultural Exchange. Den’iyas brings a touch
goods and services. There’s a wide assortment of WN BQTIZOW \W ;PIZV AW] UQOP\ ÅVL I KTI_NWW\
magewrights, and the shops have a good selection raptor running down the streets in Little Plains,
of common and uncommon magic items. With or a Gatekeeper druid casting bones on Cassan
Bridge.

136 CHAPTER 6 | MENTHIS PLATEAU QUARTER


NORTHEDGE QUARTER LOWER NORTHEDGE

<PM ZM[QLMV\QIT IZMI Q[ \PM Y]QM\M[\ Y]IZ\MZ WN ?PQTM XWWZ 4W_MZ 6WZ\PMLOM Q[ I [QOVQÅKIV\ [\MX
;PIZV )\ ÅZ[\ OTIVKM \PMZM¼[ TQ\\TM \W I\\ZIK\ up from the slums of Lower Dura. The people
IL^MV\]ZMZ[ ]VTM[[ aW]¼ZM QV\MZM[\ML QV Y]ITQ\a 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
_PMV \PQ[ KPIZUQVO IVL QVVWK]W][ Y]IZ\MZ KW]TL 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
UPPER NORTHEDGE population; the Rat’s Nest is a tavern catering to
shifters, while the Bear’s Rest is a shifter inn.
This is the perfect place for the noble who can
I‫ٺ‬WZL I UIVWZ QV \PM KTW]L[ J]\ _IV\[ \W I^WQL THINGS TO DO IN NORTHEDGE
the bustle of Upper Central. It’s also home to
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 ZMI[WVIJTM Y]ITQ\a IVL XZQKM _Q\P UWZM [MK]ZQ\a
of Passage, which serves as the Aereni embassy than Lower Dura.
and a temple to the Undying Court. The Oaks is
WVM WN \PM ÅVM[\ ZM[\I]ZIV\[ Q[ ;PIZV IZQ[\WKZI\QK Die in Style. The elves of Shae Lias are
Y]ITQ\a° I\ IZQ[\WKZI\QK XZQKM[ <PM >MQT WN experts in funerary customs and embalming. In
Flesh specializes in body art, both traditional addition, Mayne Jhaelian of the Gates of Passage
tattoos and temporary illusions woved directly is one of the few people in Sharn capable of
into the skin. raising the dead.

MIDDLE NORTHEDGE Find a Patron. There are many eccentric
nobles in Upper Northedge. A patron of the arts
This ward caters to the middle class of Sharn, could take an interest in the career of a bard
with a wide range of comfortable housing. or entertainer. A collector might keep capable
Dwarves make up the majority of the population, adventurers on retainer with the understanding
especially in the district of Holdfast. In contrast that they’ll deliver any Dhakaani artifacts they
to Highhold in Upper Dura, the dwarves of come across in their travels. You never know
Holdfast have deep roots in Sharn and feel _PI\ JMVMÅ\[ I XI\ZWV _QTT XZW^QLM# I\ \PM TMI[\
no strong connection to the Mror Holds or its they can give you an introduction to high society.
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


TAVICK’S LANDING QUARTER • 1VPIJQ\IV\[ U][\ LZM[[ ¹QV I UIVVMZ
that upholds the solemn dignity of this
If you come to Sharn by land or air, you’ll enter XZW]L _IZL º *TILMUIZS[ IVL W‫ٻ‬KMZ[ WN
\PM KQ\a \PZW]OP <I^QKS¼[ 4IVLQVO <PM Y]IZ\MZ 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 \W OZMI\ M‫ٺ‬WZ\[ \W X]ZOM KWZZ]X\QWV QV \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
and competent. On the downside, citizens of any • )Va [WZ\ WN ]VZ]Ta JMPI^QWZ¸ÅOP\QVO
nation that fought against Breland during the [PW]\QVO QV \PM [\ZMM\[ M\K¸MIZV[ I ÅVM WN
war may be greeted with suspicion or hostility. up to 5 gp and temporary expulsion from
the ward.
UPPER TAVICK’S LANDING
For those willing to put up with these restrictions,
<PQ[ _IZL Q[ M‫ٺ‬MK\Q^MTa I [MTN KWV\IQVML KQ\a =XXMZ <I^QKS¼[ 4IVLQVO PI[ UIVa ÅVM NMI\]ZM[
KI\MZQVO \W \PM VWJTM[ \PI\ TQ^M \PMZM 1\ PI[ ÅVM Wyredd’s Spirits is the best source for wine in
housing, skilled services, a luxurious mercantile Sharn. The Crystals of Denion buys and sell rare
district, and even an entire district—Sunrise— magic items, though it only has a handful of such
devoted to the servants of the nobles. Services items at any given time; it also sells expensive
and lodging in Sunrise are poor to modest, as magical works of art. Transmutation is the name
opposed to the wealthy to aristocratic goods of a renowned beauty salon. House Deneith
found elsewhere in the district. During the war, UIQV\IQV[ I NWZ\QÅML OIZZQ[WV IVL \ZIQVQVO NIKQTQ\a
fears of attacks by foreign agents resulted in the in the Copper Arch district. To get licenses for
M[\IJTQ[PUMV\ WN I V]UJMZ WN TI_[ \PI\ I‫ٺ‬MK\ weapons or spellcasting, you’ll have to go to the
adventurers. courthouse in the Twelve Pillars district.

• The soldiers of House Deneith have full MIDDLE TAVICK’S LANDING
authority to act as agents of the Sharn
Watch within Upper Tavick’s Landing, In contrast to the upper ward, Middle Tavick’s
and a hundred elite Blademark mercenaries Landing welcomes travelers and tourists. There’s
maintain checkpoints at the district’s edges. a host of lively taverns and excellent inns.
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\ٺ‬WX LQ[\ZQK\ WN =XXMZ ,]ZI 4QSM
clerk; it’s generally understood that this is +TQ‫\ٺ‬WX Q\ PI[ IV IL^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 IVL Q\[ UMUJMZ[ WN\MV XQKS ÅOP\[ _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
recruiting station for would-be mercenaries. The
• You also need a license to cast spells in the Graywall district has deep roots in Karrnathi
ward. This costs 10 gp and you must specify culture that predate the Last War, and Slogar’s
\PM [XMTT[ aW] _Q[P \W KI[\ ) ÅVM KIV JM and The Bloody Mug are places where you
levied for any unauthorized use of magic. KIV ÅVL JTWWL [I][IOM IVL 6QOP\_WWL ITM
Tavick’s Market is one of Sharn’s main market

138 CHAPTER 6 | TAVICK’S LANDING QUARTER


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 \PM ZM[\ WN ;PIZV <PQ[ Q[ I PMI^QTa NWZ\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
\PM 4I[\ ?IZ 0QOP ?ITT[ Q[ ÅTTML XI[\ 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\P WXXWZ\]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
WVTa W‫ٻ‬KQIT KW]Z\ NWZ \PM [PQN\MZ [XWZ\ hrazhak.

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


SHARN: ABOVE AND BELOW the elemental powers of the infamous Halas
Tarkanan and his consort, the Lady of the
<PM Å^M Y]IZ\MZ[ WN ;PIZV UISM ]X \PM J]TS WN 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
SKYWAY sealed today, and it’s illegal to tamper with them.
But it’s generally assumed that there may be
<PMZM IZM I V]UJMZ WN ÆWI\QVO \W_MZ[ WZJQ\QVO many treasures hidden in the ruins of Old Sharn,
the upper wards of Sharn, but these are dwarfed along with untold secrets of the past.
Ja ;Sa_Ia IV MV\QZM LQ[\ZQK\ \PI\ ÆWI\[ IJW^M
and between Central Plateau and Menthis THE COGS
8TI\MI] *]QT\ WV IV Q[TIVL WN [WTQLQÅML KTW]L[
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
IZQ[\WKZI\QK JW]\QY]M[ IVL ZM[\I]ZIV\[ ITWVO _Q\P Z]QV[ ;\ZMIU[ WN .MZVQIV TI^I ÆW_ 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
+MTaZQI QZ¼<IQV Q[ \PM Y]MMV WN PQOP [WKQM\a ;PM 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 [WKQIT WZLMZ 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
ÅVL I _Ia \W _ZIVOTM IV QV^Q\I\QWV \W \PM <IQV Cannith maintains a massive forgehold in the
/ITI )VL QN aW]¼ZM TWWSQVO \W X]TT W‫ ٺ‬I PMQ[\ 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^MZV KI\MZQVO [XMKQÅKITTa \W _IZNWZOML
CLIFFSIDE
Beyond Ashblack and Blackbones lies
This small ward contains the docks of Sharn. Khyber’s Gate, a maze of tunnels and
Cargo is hoisted up to the city with magical tenements carved into the stone. The Sharn
cranes, and people take levitating lifts. All Watch has no presence in Khyber’s Gate,
\ZI‫ٻ‬K QV\W ;PIZV XI[[M[ \PZW]OP \PM LQ[\ZQK\ WN and the closest thing to an authority is the
8ZMKIZQW][ QV 4W_MZ ,]ZI IVL +TQ‫[ٺ‬QLM PI[ criminal organization known as Daask. Many
much in common with Lower Dura. It’s rough of the inhabitants of the Gate are goblins and
IVL XWWZ ÅTTML _Q\P [IQTWZ[ IVL LWKS_WZSMZ[ 7V immigrants from Droaam, but it’s also home to
\PM W\PMZ PIVL [WUM XMWXTM [_MIZ \PI\ +TQ‫[ٺ‬QLM fugitives and other desperate people. You can
PI[ \PM ÅVM[\ \I^MZV[ QV ;PIZV ÅVL UIL K]T\Q[\[ ]VLMIL IVL M^MV LMUWV[
along with a handful of hermits and visionaries
THE DEPTHS seeking to escape the city above. Shamukaar is
the most successful tavern in Khyber’s Gate. This
Sharn was built on the foundations of an older bar is a safe haven for all within it, regardless of
city, which was itself built atop goblin ruins. species or politics; once you make it through the
This old city was destroyed by dark magic— door, you can breathe easy.

140 CHAPTER 6 | SHARN: ABOVE AND BELOW


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]TL LW QV ;PIZV KW]TL ÅTT IV MV\QZM JWWS IVL 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
CELEBRATE enemies who brought Cyre to this place, and it
can be a time for riots or violence.
There’s always a celebration in Sharn, whether
it’s a parade in a single district or a festival across Fathen’s Fall (25 Barrakas) commemorates a
the entire city. Here’s a few to put on your priest of the Silver Flame martyred while exposing
calendar. hidden lycanthropes in Sharn. It is a time when
followers of the Flame come together, but often
The Ascension (1 Sypheros). A celebration of causes tensions with the shifter community.
\PM [IKZQÅKM WN <QZI 5QZWV _PW OI^M PMZ TQNM \W
serve as the Voice of the Silver Flame. There are The Hunt (4 Barrakas). In honor of the
services at all Silver Flame churches and shrines, ;W^MZMQOV *ITQVWZ I ÅMZKM JMI[\ Q[ JZW]OP\ \W
IVL \PM NIQ\PN]T IZM MVKW]ZIOML \W ÅVL [WUM _Ia the city and released into an isolated section of
to help their communities. the Depths. Anyone can participate in the Hunt
by making a donation of 5 gp; the hunter (or
Aureon’s Crown (26 Dravago). A celebration hunting party) who brings down the beast wins a
of knowledge. Elders share their knowledge purse of 500 gp and the blessing of Balinor. The
with the young. Morgrave University holds its Hunt can vary; some years multiple beasts are
graduate services on this day, and there are released and the hunter who catches the most of
public lectures at the Great Hall of Aureon in them is marked as the victor. Often, though, the
Upper Menthis. other hunters are a greater threat than the beast!

Boldrei’s Feast (9 Rhaan) is a celebration of Long Shadows (26-28 Vult). It’s said that the
community. There are gatherings across the city, power of the Shadow—sinister deity of the Dark
and the wealthy compete to throw the grandest Six—is at its height on these three nights. Wise
parties. people spend these nights indoors with friends,
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.
,WZV KMTMJZI\ML IKZW[[ \PM KQ\a _Q\P XZQbMÅOP\[
wrestling matches, archery contests, and other The Race of Eight Winds (23 Lharvion)
tests of strength and skill. This culminates with a is an aerial race that takes place around Dura
grand contest of champions at the Cornerstone in Quarter. See the sidebar for more information.
Middle Tavick’s Landing.
Sun’s Blessing (15 Therendor). The festival
Crystalfall (9 Olarune). During the Last War, of Dol Arrah, this is a day of peace and a time
[IJW\M]Z[ KI][ML I ÆWI\QVO \W_MZ \W NITT QV\W NWZ MVMUQM[ \W ÅVL I XMIKMN]T ZM[WT]\QWV \W \PMQZ
Lower Dura. This devastation can still be seen KWVÆQK\[ 1\¼[ WVM WN \PM [INM[\ LIa[ QV \PM KQ\a
today in the district now known as Fallen. On
9 Olarune, people gather to commemorate this The Tain Gala (First Far of each month). The
tragedy. There’s a tradition of crafting elaborate ir’Tains are the richest and most powerful family
ice sculptures and throwing them into the Dagger in Sharn. Each month, Celyria ir’Tain holds a
River. JITT I\ PMZ ;Sa_Ia UIV[QWV <PM O]M[\ TQ[\ LMÅVM[
the social order of the city; those families with
permanent invitations—known as the Sixty—are

CHAPTER 6 | THINGS TO DO IN SHARN 141


the royalty of Sharn. However, Celyria does COMMUNICATE
invite unusual guests each month, and an up-
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
the city; you can mail a letter for 1 cp. Hiring
Thronehold (11 Aryth) is the day that the a courier generally costs between 5 cp to 5 gp,
<ZMI\a WN <PZWVMPWTL W‫ٻ‬KQITTa MVLML \PM 4I[\ depending on the size of the package and where
War. This year (998 YK) is only the third time aW] VMML Q\ LMTQ^MZML AW] KIV ÅVL ;Q^Q[ UM[[IOM
this event has been celebrated, and the Lord stations in every upper and middle ward, and if
Mayor of Sharn has promised a truly epic festival. you absolutely have to get a message to someone
instantly, the Sivis enclave in Dragon Towers
Wildnight (18-19 Sypheros). Supposedly the (Middle Central) can perform sending for 200 gp.
Fury—Sovereign of Passion and Madness—
reaches the height of her power on this night. House Tharashk has brought a new innovation
Emotions run high and impulse control runs to message delivery in Sharn: gargoyles.
low. Shy and superstitious folk stay indoors, Tharashk has licensed a score of gargoyles, and
while others see it as a time to cast aside all \PM[M ÆaQVO KW]ZQMZ[ IZM I Y]QKS _Ia \W OM\ I
QVPQJQ\QWV[ <PM [\ZMM\[ ÅTT _Q\P ZI]KW][ ZM^MTZa message across the city. If you spot a gargoyle
and wild celebrations stretch into the night… aW] KIV ÆIO Q\ LW_V IVL Q\ KW[\[ OX \W LMTQ^MZ I
though riots, brawls, and other crimes are all letter or small package.
too common on Wildnight.

d«› Zƒ‘› Ê¥ ®¦«ã t®Ä—Ý HAVE A GREAT FALL

/HJHQGV VD\ .LQJ *DOLIDU ,, XVHG 'XUD DV D Sharn is the City of Towers, but it’s also a city of
SURYLQJ JURXQG IRU DHULDO FDYDOU\ 2YHU WKH bridges and balconies. These can be extremely
FHQWXULHV WKLV HYROYHG LQWR WKH VSRUWLQJ HYHQW narrow or remarkably wide. There are entire
NQRZQ DV WKH 5DFH RI (LJKW :LQGV 'XUD districts largely spread across vast bridges. While
LV GLYLGHG LQWR HLJKW UHJLRQV IRU WKH UDFH there are walls and rails on most bridges, there’s
HDFK RI ZKLFK LV UHSUHVHQWHG E\ D SDUWLFXODU always the chance that your time in Sharn will
FUHDWXUH 7KH EHDVWV RI /RZHU 'XUD LQFOXGH end with someone going over the edge. So, what
WKH *DUJR\OH WKH *OLGHZLQJ DQG WKH *ULIIRQ does that mean?
0LGGOH 'XUD ÀHOGV WKH 2ZO WKH +DZN
DQG WKH (DJOH 8SSHU 'XUD VXSSRUWV WKH <PW[M _PW KIV I‫ٺ‬WZL Q\ ][]ITTa KIZZa I feather
+LSSRJULII DQG WKH 3HJDVXV token (see chapter 5) as insurance. No token?
Don’t panic! Because of the maze of bridges and
7KH UDFH WDNHV SODFH RQ WKH UG GD\ RI spans connecting the towers, there’s an excellent
/KDUYLRQ EXW WKH LQKDELWDQWV RI 'XUD DUH chance that you won’t fall more than a hundred
GHYRWHG WR WKH HYHQW 3UHSDUDWLRQV DQG feet before hitting a lower bridge. While this
GHEDWHV DUH RQJRLQJ WKURXJKRXW WKH \HDU may seem like small comfort, the major bridges
DQG DV WKH UDFH JURZV FORVHU WKHUH DUH in the upper and middle wards are enchanted
IHDVWV SDUDGHV DQG HYHU PRUH VHULRXV with feather fall enchantments that trigger
DUJXPHQWV EHWZHHQ WKH SHRSOH RI GLIIHUHQW automatically… keeping you from crushing an
GLVWULFWV 7KH UDFH LV DQ HDV\ WRSLF RI innocent passerby in your fall.
FRQYHUVDWLRQ ZLWK DQ\RQH IURP 'XUD EXW
SURIHVVLQJ VXSSRUW IRU WKH ZURQJ EHDVW FDQ Of course, there are many things that could
EH D GDQJHURXV WKLQJ 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


1d10 Falling in Sharn
1
2 zŽƵ ĨĂůů ŚƵŶĚƌĞĚƐ ŽĨ ĨĞĞƚ ďĞĨŽƌĞ
ƐƚƌŝŬŝŶŐ ƚŚĞ ŐƌŽƵŶĚ Ăƚ ƚŚĞ ďĂƐĞ ŽĨ
3 ƚŚĞ ƚŽǁĞƌƐ͘
4
zŽƵ ĨĂůů ϯĚϲdžϭϬ ĨĞĞƚ ďĞĨŽƌĞ ƐƚƌŝŬŝŶŐ
ϱ Ă ďƌŝĚŐĞ͘ ŵĂũŽƌ ďƌŝĚŐĞ ŝŶ ĂŶ ƵƉƉĞƌ
ϲ Žƌ ŵŝĚĚůĞ ǁĂƌĚ ǁŝůů ŚĂǀĞ Ă ĨĞĂƚŚĞƌ
7 ĨĂůů ĞŶĐŚĂŶƚŵĞŶƚ͕ ŽƚŚĞƌǁŝƐĞ ŝƚ͛Ɛ
8 ŐŽŝŶŐ ƚŽ ďĞ Ă ŚĂƌĚ ůĂŶĚŝŶŐ͘
9
zŽƵ ĨĂůů ϮĚϰdžϭϬ ĨĞĞƚ ĂŶĚ ůĂŶĚ ŝŶ Ă
ϭϬ ƉĂƐƐŝŶŐ ƐŬLJĐŽĂĐŚ͘ Ž LJŽƵ ĐƌƵƐŚ ĂŶ
ŝŶŶŽĐĞŶƚ ƉĂƐƐĞŶŐĞƌ͍

zŽƵ ĨĂůů ϰĚϰdžϱ ĨĞĞƚ ĂŶĚ ƐƚƌŝŬĞ ĂŶ
ŽƵƚĐƌŽƉƉŝŶŐ͕ ŇĂŐƉŽůĞ͕ Žƌ ƉƌŽũĞĐƟŶŐ
ƐƚĂƚƵĞ͘ /Ĩ LJŽƵ ƐƵƌǀŝǀĞ͕ LJŽƵ͛ƌĞ ƐƟůů
ƐƚƌĂŶĚĞĚ ŽŶ ƚŚĞ ĞĚŐĞ ŽĨ Ă ƚŽǁĞƌ Žƌ
ďƌŝĚŐĞ͘

zŽƵ ĨĂůů ƉĂƐƚ Ă ŚŝƉƉŽŐƌŝīͶŵĂŬĞ Ă
ĞdžƚĞƌŝƚLJ ; ĐƌŽďĂƟĐƐͿ ĐŚĞĐŬ ; ϭϱͿ
ƚŽ ĐĂƚĐŚ ŝƚƐ ůĞŐ͊

ŐŝĂŶƚ Žǁů ĐĂƚĐŚĞƐ LJŽƵ͙ ĂŶĚ
ƚŚƌĞĂƚĞŶƐ ƚŽ ĚƌŽƉ LJŽƵ ŝĨ ŝƚ ĚŽĞƐŶ͛ƚ
ŐĞƚ Ă ƌĞǁĂƌĚ͘

zŽƵ ĐĂŶ ŇLJ͊ ĐƚƵĂůůLJ͕ Ă ŶĞĂƌďLJ
ŵĂŐĞǁƌŝŐŚƚ ĐĂƐƚ feather fall to save
LJŽƵ͕ ďƵƚ ĨŽƌ Ă ŵŽŵĞŶƚ ŝƚ ĨĞĞůƐ ůŝŬĞ
LJŽƵ ĐĂŶ ŇLJ͘

zŽƵ ƐƚƌŝŬĞ Ă ƐŵĂůů Ăŝƌ ĞůĞŵĞŶƚĂů ƚŚĂƚ
ǁĂƐ ĚƌĂǁŶ ƚŽ ƚŚĞ ĐŝƚLJ͘ dŚŝƐ ĐƵƐŚŝŽŶƐ
LJŽƵƌ ĨĂůů͙ ďƵƚ ŶŽǁ LJŽƵ͛ƌĞ ŽŶ ƚŽƉ ŽĨ
ĂŶ Ăŝƌ ĞůĞŵĞŶƚĂů͘

ŐƵĂƌĚŝĂŶ ĂŶŐĞů ŵĂŶŝĨĞƐƚƐ ĂŶĚ
ĐĂƚĐŚĞƐ LJŽƵ͘ /Ɛ ƚŚŝƐ ƐŚĞĞƌ ůƵĐŬ ĚƵĞ
ƚŽ ^ŚĂƌŶ͛Ɛ ƉƌŽdžŝŵŝƚLJ ƚŽ ^LJƌĂŶŝĂ͍ Kƌ
ĚŽĞƐ ƚŚŝƐ ĐĞůĞƐƟĂů ŚĂǀĞ Ă ƉƵƌƉŽƐĞ
ĨŽƌ LJŽƵ͍

zŽƵ ƐůŝƉ ƚŚƌŽƵŐŚ ƚŚĞ ŵĂŶŝĨĞƐƚ njŽŶĞ
ƐƵƌƌŽƵŶĚŝŶŐ ^ŚĂƌŶ ĂŶĚ ĮŶĚ LJŽƵƌƐĞůĨ
ŝŶ ƚŚĞ ƉůĂŶĞ ŽĨ ^LJƌĂŶŝĂ͘

CHAPTER 6 | THINGS TO DO IN SHARN 143


CRIMINAL ACTIVITIES THE BOROMAR CLAN

IN SHARN • … is the oldest and most powerful criminal
organization in Sharn.
Crime takes many forms. Any sort of theft is
QTTMOIT QVKT]LQVO ¹malicious theft of identityº¸\PM • … dominates gambling, theft, and
use of shapeshifting abilities or illusion magic to smuggling, including the dreamlily trade.
impersonate someone with the intent to cause
harm. Assault, murder, and fraud will all land • … governs a wide network of lesser gangs
you in hot water. Other crimes walk the edge and crimelords reaching across Sharn.
of legality. Both gambling and prostitution are
legal in Sharn, but these industries are heavily • ° PI[ PITÆQVO[ QV UIVa TMILMZ[PQX ZWTM[
\I`ML IVL ZMO]TI\ML# \PM UW[\ XZWÅ\IJTM OIUM[ but includes members of all races.
IZM NW]VL QV \PM [PILa PITT[ \PI\ WXMZI\M W‫\ ٺ‬PM
books. Likewise, smuggled goods include strictly • … is facing a serious challenge from Daask.
illegal things—illicit drugs, mystical explosives—
but also highly taxed goods from Xen’drik or The Boromar Clan began with a family of
other nations. PITÆQVO QUUQOZIV\[ NZWU \PM <ITMV\I 8TIQV[
Today the Boromars are one of Sharn’s most
While crime occurs throughout Sharn, it is QVÆ]MV\QIT NIUQTQM[ <PMZM¼[ I *WZWUIZ WV \PM
most visible in Lower Dura and the Cogs. The City Council. The Boromars have close ties by
Sharn Watch has a minimal presence in these marriage to the local branch of House Jorasco.
wards, and these are the easiest places to sell Boromars can be seen at every Skyway gala. But
stolen goods or to hire an assassin. Of course, it’s an open secret that they’ve been running
they’re also good places to get robbed or caught KZQUM QV ;PIZV [QVKM \PM ÅZ[\ LIa[ WN \PM KQ\a
up in a street brawl. They’ve been bribing the Sharn Watch for so
TWVO \PI\ QV UIVa LQ[\ZQK\[ \PM ?I\KP M‫ٺ‬MK\Q^MTa
Sharn is home to a host of minor gangs and works for the clan.
independent criminals. However, most criminal
activities ultimately fall under one of four Having a connection to the Boromar Clan
criminal organizations; even independents will makes you part of the established power in
usually have an arrangement with one of these Sharn. It’s an organization that values tradition
major powers. If your character has the criminal and prefers to avoid violence. However, you’ll be
background, you should work with the DM to expected to respect the hierarchy and follow the
determine which of these organizations you’re rules… and you may be targeted by Daask.
connected to.

144 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN


DAASK HOUSE TARKANAN

• … is led by monsters from Droaam. • … is a small, elite force of thieves-for-hire
and assassins.
• … is based in the Cogs but has been
recently expanding into the lower wards. • … is comprised of people with aberrant
dragonmarks.
• … specializes in violent crime and
extortion. • … has a rivalry with the dragonmarked
houses.
• … is aggressively targeting the Boromar
Clan. • … remains neutral in the brewing gang
war.
Formed by monstrous immigrants from Droaam,
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
medusas. Daask doesn’t have the connections or The organization takes its name from Halas
infrastructure of the Boromar Clan, but the sheer Tarkanan, an aberrant-marked leader who
physical force it can bring to bear is impressive. fought against the dragonmarked houses
centuries ago. In addition to its criminal
,II[S PI[ ITUW[\ VW QVÆ]MVKM QV \PM UQLLTM WZ IK\Q^Q\QM[ 0W][M <IZSIVIV Q[ SVW_V \W W‫ٺ‬MZ
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
Daask gives you allies in the undercity and few While anyone can have a contact with the
restrictions. But it sets you against the Boromar House, you must have an aberrant dragonmark
Clan and makes you complicit in Daask’s to join it. House Tarkanan remains neutral in the
increasing aggression. KWVÆQK\ JM\_MMV \PM KZQUMTWZL[ IVL _WV¼\ IKKMX\
contracts against gang leaders.

CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN 145


THE TYRANTS OTHERS

• … include members of all races, but 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
• … specialize in information, forgery, around for centuries and are often considered an
blackmail, and fraud. urban myth by people who haven’t encountered
them. Daask and House Tarkanan have both
• … remain neutral in the Boromar-Daask appeared within the last decade, but both are
KWVÆQK\ known to anyone who’s spent much time in the
lower wards.
The Tyrants are forgers and grifters, specialists
QV LMKMX\QWV IVL \PM IKY]Q[Q\QWV WN QVNWZUI\QWV These are the major players in Sharn’s
The majority of the Tyrants are changelings, who underworld, but there’s a host of minor players.
use their shapeshifting abilities to fool marks and Both the Boromar Clan and Daask support
IKY]QZM [MKZM\[ <PMZM IZM UIOM_ZQOP\[ IUWVO a number of smaller gangs and criminal
the Tyrants who can permanently alter your organizations, and it may not be immediately
appearance. So, the Tyrants can steal someone’s obvious who a gang is working with. And there’s
identity, but they can also provide a fugitive with always new people looking for opportunities,
a new life. who haven’t yet been noticed by the Boromars.
So, this is a partial list. Don’t assume you know
The Tyrants are an enigmatic organization. everything about crime.
They act to protect the changelings of Tavick’s
Landing and they pursue schemes that generate ٛƒÃ½®½ù
XZWÅ\[ *]\ \PMa IT[W OI\PMZ [MKZM\[ \PMa UQOP\
never use and, sometimes, even provide $ SV\FKRDFWLYH OLTXLG WKDW VPHOOV DQG WDVWHV
I[[Q[\IVKM _PMV \PMa LWV¼\ IXXMIZ \W JMVMÅ\ NZWU OLNH \RXU IDYRULWH EHYHUDJH HVVHQFH RI
it themselves. GUHDPOLO\ LV D 6DUORQDQ RSLDWH )LUVW LPSRUWHG
WR PDQDJH SDLQ GXULQJ WKH /DVW :DU LW·V QRZ
They have an longstanding truce with the WKH PRVW FRPPRQO\ DEXVHG LOOHJDO VXEVWDQFH
Boromar Clan and remain neutral in the current LQ 6KDUQ 'UHDPOLO\ GHQV FDQ EH IRXQG
struggles. DFURVV WKH ORZHU ZDUGV

Having a connection with the Tyrants gives 'UHDPOLO\ FDXVHV GLVRULHQWLQJ HXSKRULD DQG
you access to expert forgers—and could provide UHPDUNDEOH UHVLVWDQFH WR SDLQ :KLOH XQGHU
you with unexpected secrets. One of the tricky WKH HIIHFWV RI GUHDPOLO\ \RX DUH SRLVRQHG
issues with the Tyrants is that many of its \RX DUH LPPXQH WR IHDU DQG WKH ÀUVW WLPH
members maintain shared identities. A particular \RX GURS WR KLW SRLQWV ZLWKRXW EHLQJ NLOOHG
XMZ[WVI Q[ I RWJ IVL LQ‫ٺ‬MZMV\ KPIVOMTQVO[ UIa RXWULJKW \RX GURS WR KLW SRLQW LQVWHDG
take it on from day to day. So if you have a
contact in the Tyrants, the contact you meet $ GRVH RI GUHDPOLO\ W\SLFDOO\ FRVWV JS
seems consistent, but you may actually be DQG WKH HIIHFWV ODVW IRU RQH KRXU +RZHYHU
[XMISQVO \W I LQ‫ٺ‬MZMV\ KPIVOMTQVO MIKP \QUM aW] WKHUH DUH PDQ\ YDULHWLHV DQG WKLV PD\ DIIHFW
meet with the organization. WKH GXUDWLRQ RU WKH SULFH

146 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN


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. player to develop a friend or rival in the area…
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
,MÅVQVO I [\IZ\QVO XWQV\ Q[ I _Ia \W OQ^M IV QVQ\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 favorite tavern. 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\QWV M`XTWZM[ \PZMM LQ‫ٺ‬MZMV\ [\IZ\QVO to enhance the story, not to spoil it. You may
points. be friends with a Morgrave professor, but that
doesn’t mean they’ll magically solve all your
• Callestan is in Lower Dura. It’s a problems; more likely, they might ask you to
dangerous district riddled with crime and help solve one of their problems. If you’re having
OIVO KWVÆQK\ ) +ITTM[\IV KIUXIQOV Q[ I trouble coming up with ideas, the DM can
dark neo-noir story. XZWXW[M [WUM\PQVO IVL PI^M aW] ÆM[P W]\ \PM
LM\IQT[" ¹You’ve made an enemy of a Daask ogre named
• +TQ‫\ٺ‬WX in Upper Dura is a district Brokentooth. How’d that happen?”
catering to established adventurers. This
is a place for pulp heroes, established You Meet at a Tavern … But Which
explorers whose services are in demand. Tavern? ?PMZM LW aW] [XMVL aW]Z W‫ ٺ‬PW]Z['
As a group, once you settle on a location, each
• Morgrave University is in Upper player can add one cosmetic detail about it. This
Menthis Plateau. This is a college for KW]TL QV^WT^M I [\I‫ ٺ‬UMUJMZ ¹The bartender is an
adventurers, and an opportunity to add a old dwarf named Clanky; he’s got a prosthetic arm.”).
little levity to your story. It might be something about the food, or about
M^MV\[ PW[\ML I\ \PM TWKI\QWV ¹Once a week, the local
Choosing and developing a starting point should mediums hold a public seance.”). All of these ideas are
be a collaborative process between the players subject to DM approval.
and the DM. A starting point sets a tone; if
half of the players want a light-hearted romp, You don’t have to have a starting point, and
Callestan is a poor choice. even if you pick one, you don’t have to answer
ITT WN \PM[M Y]M[\QWV[ <PM OWIT WN \PQ[ Q[ \W [M\ I
Once you’ve agreed on a starting point, the tone—if this campaign is a movie, what kind of
next step is to work together to develop the story. movie is it?—and to give each player a personal
This section provides details about each district, investment in that story.
including prominent NPCs and locations. Using
this as a foundation, each player should work
_Q\P \PM ,5 \W IV[_MZ \PM NWTTW_QVO Y]M[\QWV[

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
home—what does it say about your character that
this place is your home?

CHAPTER 6 | STARTING POINTS 147


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 a grim truth that anything can happen here…
be condemned. The closest thing this district has but it’s also a great source of adventure.
to law is the Boromar Clan… and now they’re
being challenged by the monsters of Daask. WHY ARE YOU HERE?
Every day there’s the chance that a war will
break out on the streets. What brought you to Callestan, and should your
fortunes change, why would you stay?
A Callestan campaign combines gritty dark
fantasy with the classic Western. Callestan You may have roots in the district. Perhaps
Q[ M‫ٺ‬MK\Q^MTa I NZWV\QMZ \W_V QV \PM UQLLTM WN 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\ ÅVL QV \PM \W_MZ[ IJW^M
For many people, the appeal of Callestan is
SETTING THE TONE its freedom. If you’re a criminal or a charlatan,
you’re likely connected to one of the gangs and
Callestan is a district shaped by poverty and you appreciate the opportunity to ply your trade.
neglect. People come to Callestan to engage As a sage you could be engaging in research that
in criminal activities: visiting dreamlily dens, your compatriots feel is dangerous. As an acolyte
buying or selling stolen goods, negotiating with you might harbor heretical beliefs.
a Boromar lieutenant or hiring a Tarkanan
assassin. The thing that holds the district together A variation of this is that you’re hiding.
on a daily basis is personal reputation and As a devout cleric or paladin, you may have
relationships. The reason no one robs the Anvil is made enemies of the corrupt authorities in
because people love Eranna… and because they the local churches. If you use the haunted one
know Ilsa Boromar would hunt them down. background, you may have seen something in
the upper wards that has driven you into the
Poverty is a part of a Callestan campaign. Most darkness. Any character could have run afoul of
of the people in this district have never seen the Sharn Watch, a powerful noble, or a sinister
a platinum piece, and a single gold piece has conspiracy; if you leave the lower wards, you may
considerable value. Maintaining a comfortable have to evade this enemy.
lifestyle can be a challenge, and an uncommon
UIOQK Q\MU Q[ I [QOVQÅKIV\ \ZMI[]ZM <PM UI\MZQIT Another option is that you’ve taken on a role
rewards of adventure should be lower than in in the community. Your cleric is the preacher for
a heroic fantasy campaign. But reputation and the district, trying to help these troubled people
relationships are the true treasures of this style of ÅVL \PM TQOP\ AW]Z [WTLQMZ WZ NWTS PMZW [MZ^M[ I[
campaign. If you save Ilsa Boromar, she might \PM ]VW‫ٻ‬KQIT [PMZQ‫ ٺ‬XZW\MK\QVO \PM QVVWKMV\ I[
give you a purse with 10 gp for your trouble… best you can. You might work as a ratcatcher, a
but her favor may provide you with far more PMITMZ WZ I XZQ^I\M QVY]Q[Q\Q^M [WT^QVO Ua[\MZQM[
protection than a set of +1 armor. Callestan may be miserable, but it’s your home
and these are your people.
An important piece of the tone is that no one
cares what happens to Callestan. Things can occur WHAT DO YOU WANT?
here that would never happen in the upper
Once you know what you’re doing in Callestan,
\PM VM`\ Y]M[\QWV Q[ _PMZM aW] _IV\ \W OW NZWU

148 CHAPTER 6 | STARTING POINT: CALLESTAN


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[PQX QVV QV ;PIZV 6W_ 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 UW[\ [MZ^QKM[ IZM UWLM[\ WZ XWWZ QV Y]ITQ\a
what motivates the characters. there is a single comfortable room. Eranna
d’Ghallanda runs the inn; she’s kind, honest,
THE SHAPE OF THE DISTRICT and much beloved in the district. The Anvil is
on the west side of the Bridge and is a common
The heart of Callestan is the plaza called the hangout for Boromar allies.
Bridge <PQ[ KMV\ZIT [Y]IZM [MZ^M[ I[ IV WXMV
market and speaker’s corner. It’s not on a bridge; The Broken Mirror is an inn run by a family
rather, the center of the plaza contains the of changelings; the theme and tone of the inn
wreckage of a bridge that fell from one of the changes every week. It’s said to have ties with the
higher wards. Tyrants, which keeps troublemakers away.

More recently, the Bridge has taken on The Butcher’s is a combination butcher
another meaning: it’s the line between Boromar shop and bar in Eastbridge. It’s popular with
territory and the wilds. Everything to the west \PM TWKIT OVWTT[ IVL Q[ \PM JM[\ XTIKM \W ÅVL
of the Bridge is still under Boromar dominion. Daask soldiers, though not all monsters in the
Fences, dreamlily dens, gambling holes—if it’s region have ties to Daask.
Westbridge, the Boromars take a cut and will
IK\ \W XZW\MK\ Q\ <PM PITÆQVO Ilsa Boromar The Crooked Cat is home to dozens of cats,
is the local clan leader. She despises needless and this odd feature draws tourists from the
cruelty but is ruthless in protecting her family’s higher wards. The proprietor is a shifter named
interests. Eastbridge is a blend of Boromar Whiskers. He runs a side business as a fence,
loyalists, Daask insurgents, refugees and veteran buying and selling unusual goods. Rumors say
soldiers driven here by war, even a small band of that Whiskers is some sort of warlock or druid,
warforged. Westbridge is as safe as Callestan gets, and that he can see through the eyes of his cats as
while anything goes in Eastbridge. they wander the city.

?M[\JZQLOM PI[ I [QOVQÅKIV\ PITÆQVO XWX]TI\QWV The General is a headless statue in a small
In Eastbridge, a group of goblins, kobolds, and [Y]IZM QV -I[\JZQLOM 1\¼[ P]VLZML[ WN aMIZ[ WTL
gnolls have taken up residence in a block of and no one actually knows who it represents.
condemned tenements known as the Kennels. <PM [\I\]M ZILQI\M[ \PM M‫ٺ‬MK\[ WN I sanctuary spell
Aside from this, Callestan is incredibly diverse, within a 15-foot radius and serves as a refuge for
and members of any race can be found here. those in danger. The most destitute inhabitants of
the district often sleep around the General.
Callestan is an inner district, which means
that it’s largely enclosed in one of the massive The Silvermist Theater stands on the
core towers of Dura Quarter. However, it’s large west side of the Bridge. Like the Anvil, it’s a
enough that it extends out to the walls of the ZMUVIV\ WN +ITTM[\IV¼[ OTWZa LIa[# I ÅVM \PMI\MZ
tower. Many people live in or on the walls, in that’s a rotting shadow of its former self. The
tenements or shops carved into the thick stone. current owners have grand ideas about future
productions, but it’s the dreamlily parlor in the
basement that keeps the theater open.

CHAPTER 6 | STARTING POINT: CALLESTAN 149


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[ \PM OI\M_Ia \W @MV¼LZQS I TIVL ÅTTML _Q\P go, adventure awaits!
mystery and danger. Eccentric nobles and
dragonmarked barons alike need capable agents WHY ARE YOU HERE?
for their many intrigues. So Sharn has a steady
LMUIVL NWZ IL^MV\]ZMZ[ IVL +TQ‫\ٺ‬WX Q[ _PMZM )[ I ZM[QLMV\ WN +TQ‫\ٺ‬WX aW]¼^M OW\ I ZMX]\I\QWV
aW] OW \W ÅVL \PMU What is it, and how did you earn it? Are you a
new prodigy, or an old retired hero who’s just
) +TQ‫\ٺ‬WX KIUXIQOV NWK][M[ WV PMZWQK getting back into the game?
fantasy. You’re a professional adventurer with a
reputation established, and you’re always ready As always, consider your background. If you’re
NWZ \PM VM`\ KPITTMVOM ?PMV aW] TQ^M QV +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
SETTING THE TONE history of Xen’drik, giving lectures at Morgrave
University in your spare time.
+TQ‫\ٺ‬WX Z]V[ _Q\P \PM QLMI \PI\ \PM XTIaMZ
characters are known as adventurers. They’ve 7VM Y]M[\QWV \W KWV[QLMZ Q[ QN aW]¼ZM XIZ\ WN \PM
accomplished remarkable feats and beaten +TQ‫\ٺ‬WX )L^MV\]ZMZ[¼ /]QTL. This is serves
QUXW[[QJTM WLL[ 7VM _Ia \W ZMÆMK\ \PQ[ Q[ \W [\IZ\ as a social club for adventurers and a one-stop
\PM KPIZIK\MZ[ W‫ ٺ‬I\ I PQOPMZ TM^MT \PIV ][]IT marketplace for anyone seeking to hire a capable
With the DM’s approval, use the following rules and reliable champion. If you’re part of the
\W KZMI\M I +TQ‫\ٺ‬WX IL^MV\]ZMZ CAG you have access to the guild hall and a
host of potential friends and allies. Perhaps you
• You begin at 5th level. have a mentor at the guild, a retired adventurer
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
VWZUIT [\IZ\QVO MY]QXUMV\ 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 /]QTL aW]¼ZM M`XMK\ML
to adhere to its codes of conduct. Less reputable
All magic items are subject to the approval of the KPIZIK\MZ[ KIV ÅVL _WZS _Q\P \PM Deathgate
DM, and the DM may choose whether to assign Adventurers’ Guild in Middle Tavick’s
these items or to allow you to select the items Landing. There’s a long-standing rivalry between
you want. Either way, take a moment to come the two guilds, and if you’re part of the CAG you
up with the story behind these items. How did might work with the DM to develop a particular
aW] IKY]QZM \PMU' ?MZM \PMa \ZMI[]ZM[ NW]VL WV nemesis in the Deathsgate guild.
your adventures? Heirlooms from your family
or your time in the Last War? Or just something WHAT DO YOU WANT?
you bought with your earnings?One point
IJW]\ I +TQ‫\ٺ‬WX KIUXIQOV Q[ \PI\ you won’t stay in )[ I +TQ‫\ٺ‬WX IL^MV\]ZMZ aW]¼ZM ZMO]TIZTa X]\\QVO
+TQ‫\ٺ‬WX. This district is your base of operations, your life on the line. What is it that brought you
home to valued comrades and rivals. It’s to this risky line of work? Is it just about the gold?
_PMZM aW] OM\ aW]Z VM`\ RWJ *]\ I[ I +TQ‫\ٺ‬WX Are you driven by academic curiosity? Are you
adventurer you’ll be venturing to exotic locales.

150 CHAPTER 6 | STARTING POINT: CLIFFTOP


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