The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by kfunk.sc, 2020-09-25 20:45:48

Wayfinders Guide to Eberron

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
adventurer? Or will the house demand that you
“My house built the modern world. Orien may
live up to the duties of your rank?
drive the lightning rail, but it’s Cannith who +ZQUQVIT )Z\QÅKMZ Your parents were
builds the cars and lays the stones it travels on. excoriated from House Cannith for engaging in

Cannith makes the everbright lanterns hold the forbidden research. They died when you were
night at bay. Smith, carpenter, alchemist—the young. You’ve never learned what they were
best all carry my seal.” working on. But you inherited their talent for
IZ\QÅKM IVL aW]¼^M JMMV PQLQVO QV \PM [PILW_[ WN
— Baron Merrix d’Cannith Sharn. It’s time to pursue your parents’ legacy.



The bearer of the Mark of Making can mend MARK OF MAKING TRAITS
broken things with a touch and imbue a weapon
If your human character has the Mark of Mak-
_Q\P \W]KP )V IZ\QÅKMZ WZ I _QbIZL _QTT OM\ \PM
UW[\ W]\ WN \PM UIZS J]\ IVaWVM KIV ÅVL I ][M ing, the following traits replace the human’s Abil-
ity Score Increase trait in the Player’s Handbook.
for an enchanted blade.
Ability Score Increase. Your Intelligence
HOUSE CANNITH score increases by 2, and one other ability score
of your choice increases by 1.
House Cannith forgeholds use streamlined forms Artisan’s Intuition. When you make an
of production to quickly produce common goods. Arcana check or an ability check involving arti-
Even independent artisans often learn their trade san’s tools, you can roll a d4 and add the number
at Cannith academies and adhere to Cannith rolled to the ability check.
standards. The House of Making builds the tools Maker’s Gift. AW] OIQV XZWÅKQMVKa _Q\P WVM
the other houses rely upon, and it has always type of artisan’s tools of your choice.
been the unspoken leader of the Twelve. Spellsmith. You know the mending cantrip.
The Last War was a time of opportunity for You can also cast the magic weapon spell with this
Cannith. Every nation wanted weapons and trait. When you do so, the spell lasts for 1 hour
warforged, along with mundane arms and armor. and doesn’t require concentration. Once you
The war raised the house up and then tore it cast the spell with this trait, you can’t do so again
down. House Cannith was based in Cyre, and the ]V\QT aW] ÅVQ[P I TWVO ZM[\ 1V\MTTQOMVKM Q[ aW]Z
Mourning destroyed the house leadership and key spellcasting ability for these spells.
NIKQTQ\QM[ 6W_ \PZMM JIZWV[ RWKSMa \W ÅTT \PM TMIL- Spells of the Mark. If you have the Spellcast-
ership vacuum: the alchemist Jorlanna of Fairhav- ing or the Pact Magic class feature, the spells on
en, weaponsmith Zorlan of Korth, and warforged the Mark of Making Spells table are added to the
innovator Merrix of Sharn. It remains to be seen spell list of your spellcasting class.
whether one of these leaders will unite the house,
DƒÙ» Ê¥ Dƒ»®Ä¦ ^֛½½Ý
or if it will shatter under the strain. If you’re an
heir of House Cannith, you should decide which ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
of these barons you serve—or if you have other ϭƐƚ ŝĚĞŶƟĨLJ͕ dĞŶƐĞƌ͛Ɛ ŇŽĂƟŶŐ ĚŝƐŬ
ideas about the future of the house. ϮŶĚ ĐŽŶƟŶƵĂů ŇĂŵĞ͕ ŵĂŐŝĐ ǁĞĂƉŽŶ
ϯƌĚ ĐŽŶũƵƌĞ ďĂƌƌĂŐĞ͕ ĞůĞŵĞŶƚĂů ǁĞĂƉŽŶ
DRAGONMARKED CHARACTERS 4th ĨĂďƌŝĐĂƚĞ͕ ƐƚŽŶĞ ƐŚĂƉĞ


Some characters with the Mark of Making: 5th ĐƌĞĂƟŽŶ
Noble Wizard. Born to one of the most
powerful families in House Cannith, you’re a



CHAPTER 4 | THE MARK OF MAKING 101

THE MARK OF PASSAGE DRAGONMARKED CHARACTERS

Here are examples of characters with this mark.
“We get things where they need to go. It doesn’t
Outlander Ranger. You’re a courier who
matter if it’s a letter, a person, or a hundred tons of specializes in dangerous deliveries to exotic
steel. Whether we have to cross mountains, rivers, locations. Your assignments take you into the
WZ \PM 5W]ZVTIVL Q\[MTN 7ZQMV ÅVL[ I _Ia ” wilds, the Mournland, and worse. Hopefully you
PI^M I \MIU WN KIXIJTM NZQMVL[
— Bali d’Orien, veteran courier
Rogue Urchin. You grew up as a foundling
in the worst slums of Sharn. For you, the city
The Mark of Passage governs motion, allowing is a vast vertical jungle, and you love climbing
its bearer to move with uncanny speed and towers and leaping between bridges. You value
precision. Running, leaping, climbing—the Mark friendship and freedom. You’re more interested
of Passage enhances every form of movement. in having fun and helping your companions than
The bearer of the mark can even slip through QV RWQVQVO ]X _Q\P [WUM [\]ٺa PW][M
space, leaping from point to point in the blink of
an eye. MARK OF PASSAGE TRAITS

HOUSE ORIEN If your human character has the Mark of Pas-
sage, the following traits replace the human’s
The House of Passage manages land Ability Score Increase trait in the Player’s Hand-
transportation. The Lightning Rail is the house’s book.
most dramatic tool, but Orien runs caravans Ability Score Increase. Your Dexterity score
and coaches across the length of Khorvaire. increases by 2, and one other ability score of your
Dragonshard focus items ensure that the fastest choice increases by 1.
vehicles are those driven by heirs with the Mark Courier’s Speed. Your base walking speed
of Passage, but the house also licenses unmarked increases to 35 feet.
teamsters. The Courier’s Guild of House Orien Intuitive Motion. When you make a Dex-
delivers mail and packages and has a branch that terity (Acrobatics) check or any ability check to
handles more covert and dangerous deliveries. operate or maintain a land vehicle, you can roll
Orien has dominated transportation for a d4 and add the number rolled to the ability
centuries, but now the house is facing challenges. check.
The Mournland is a dramatic obstacle for Magical Passage. You can cast the misty step
ground transportation, and the expanding role spell once with this trait, and you regain the abili-
of Lyrandar airships threatens Orien’s business. \a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ Dexterity
Long distance teleportation is a service only the is your spellcasting ability for this spell.
strongest Orien heirs can provide. Now Orien, Spells of the Mark. If you have the Spellcast-
seeking to expand its use of teleportation, is ing or the Pact Magic class feature, the spells on
_WZSQVO _Q\P +IVVQ\P \W ÅVL _Ia[ \W ]VTWKS the Mark of Passage Spells table are added to the
and enhance this ultimate gift of the Mark spell list of your spellcasting class.
of Making. Orien heirs may be caught up in
these experiments or in the rivalry with House DƒÙ» Ê¥ WƒÝ݃¦› ^֛½½Ý
Lyrandar, or they may stay close to the ground ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
and just keep moving. ϭƐƚ ĞdžƉĞĚŝƟŽƵƐ ƌĞƚƌĞĂƚ͕ ũƵŵƉ

ϮŶĚ ŵŝƐƚLJ ƐƚĞƉ͕ ƉĂƐƐ ǁŝƚŚŽƵƚ ƚƌĂĐĞ
ϯƌĚ ďůŝŶŬ͕ ƉŚĂŶƚŽŵ ƐƚĞĞĚ
4th ĚŝŵĞŶƐŝŽŶ ĚŽŽƌ͕ ĨƌĞĞĚŽŵ ŽĨ ŵŽǀĞŵĞŶƚ
5th ƚĞůĞƉŽƌƚĂƟŽŶ ĐŝƌĐůĞ

102 CHAPTER 4 | THE MARK OF PASSAGE

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
discovered a talent for arcane magic and a love
— Lysse Lorridan d’Sivis, of history. You’re eager to explore ancient ruins
House Matriarch and lost civilizations, and you’re especially inter-
ested in uncovering old records, spellbooks, and
ancient lore.
The Mark of Scribing deals with communica-
0MZUQ\ ?IZTWKS /ZMI\ 7TL 7VM The
tion—both the written and spoken word. A gnome
Mark of Making allows you to read the code of
who bears the mark can feel words as though
reality itself, to understand voices no one else can
they are living creatures, struggling to make their
hear. You have no interest in the business of your
meaning known. The mark provides a range of
house; you are on a grander quest, unraveling a
gifts. It translates languages, but it also allows its
secret that lesser minds can’t comprehend. Your
bearer to communicate with others at a distance.
patron could be a daelkyr or your mark may tru-
HOUSE SIVIS ly be connecting you to some primordial force.

The gnomes of House Sivis facilitate communi- MARK OF SCRIBING TRAITS
cation. This is seen most literally in speaking stones,
If you’re a gnome with the Mark of Scribing, you
magic items allowing a Sivis heir to send a short
have this subrace, with the following traits.
message to another speaking stone; House Siv-
Ability Score Increase. Your Charisma
is’s network of message stations is the backbone
score increases by 1.
of long-distance communication. But Sivis also
Gifted Scribe. When you make an Intelli-
trains and licenses scribes, notaries, interpreters,
gence (History) check or an ability check using
cartographers, barristers, heralds, bookbinders
calligrapher’s supplies, you can roll a d4 and add
and more. House Sivis has an especially close
the number rolled to the ability check.
relationship with House Kundarak, as Kundarak
Scribe’s Insight. You know the message can-
letters of credit must be notarized with a Sivis
trip. You can also cast comprehend languages once
arcane mark.
with this trait, and you regain the ability to cast
House Sivis has taken great pains to maintain
Q\ _PMV aW] ÅVQ[P I [PWZ\ WZ TWVO ZM[\ ;\IZ\QVO
the trust of its clients and takes a position of ab-
at 3rd level, you can cast the magic mouth spell
solute neutrality in all disputes, whether between
with this trait, and you regain the ability to cast
houses or nations. Gnomes have a natural love
Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ 1V\MTTQOMVKM Q[ aW]Z
WN QV\ZQO]M IVL \PM LQٺMZMV\ NIUQTQM[ _Q\PQV \PM
spellcasting ability for these spells.
house often engage in subtle schemes and feuds,
Spells of the Mark. If you have the Spellcast-
but these are never allowed to threaten the house
ing or the Pact Magic class feature, the spells on
as a whole. Sivis gnomes are typically friendly,
the Mark of Scribing Spells table are added to
curious, and engaging; but that kindly exterior
the spell list of your spellcasting class.
may conceal a scheming mind.
DƒÙ» Ê¥ ^‘Ù®®Ä¦ ^֛½½Ý
DRAGONMARKED CHARACTERS ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
Here are examples of characters who carry the ϭƐƚ ĐŽŵƉƌĞŚĞŶĚ ůĂŶŐƵĂŐĞƐ͕ ŝůůƵƐŽƌLJ ƐĐƌŝƉƚ
Mark of Scribing. ϮŶĚ ĂŶŝŵĂů ŵĞƐƐĞŶŐĞƌ͕ ƐŝůĞŶĐĞ
0W][M )OMV\ *IZL The Draconic Prophecy ϯƌĚ ƐĞŶĚŝŶŐ͕ ƚŽŶŐƵĞƐ
is one of the greatest mysteries of all. You’re an
4th ĂƌĐĂŶĞ ĞLJĞ͕ ĐŽŶĨƵƐŝŽŶ
observer tasked to keep your eyes open for any
5th ĚƌĞĂŵ
sort of manifestation of the Prophecy. You are


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\
the powers of your mark and your devotion to
“Protection is my purpose. I defend the innocent
R][\QKM AW]Z ¹UQTQ\IZa ZIVSº JMVMÅ\ ZMÆMK\[
from those who would do them harm. For my your authority as a marshal and is recognized
siblings, this is a job; for me, it’s a calling.” by law enforcement, rather than soldiers.

— Harric d’Deneith, Sentinel Marshal Monk Entertainer. You love being in the
thick of battle, but you’ve never had an interesting
in being a mercenary. Instead, you found your
The Mark of Sentinel warns and protects. It
path as a gladiator. You draw your Ki through
PMQOP\MV[ [MV[M[ IVL ZMÆM`M[ ITTW_QVO IV PMQZ
aW]Z UIZS MVPIVKQVO aW]Z ZMÆM`M[ IVL [XMML
to respond to threats with uncanny speed. It can
You love life in the arena and the fans love you,
shield its bearer from harm. Whether on the bat- J]\ XMZPIX[ Q\¼[ \QUM \W ÅVL I OZMI\MZ X]ZXW[M
\TMÅMTL WZ \PM JITTZWWU [WUMWVM _PW KIZZQM[ \PM
Mark of Sentinel is prepared for danger.
MARK OF SENTINEL TRAITS
HOUSE DENEITH If your human character has the Mark of Senti-

nel, the following traits replace the human’s Abil-
House Deneith was born in Karrnath, and war ity Score Increase trait in the Player’s Handbook.
ÆW_[ QV Q\[ ^MQV[ .WZ KMV\]ZQM[ \PM *TILMUIZS[
Ability Score Increase. Your Constitution
Guild of House Deneith has governed the mer-
score increases by 2, and your Wisdom score
cenary trade. While warriors with the Mark of
increases by 1.
Sentinel are among its most elite forces, House
Sentinel’s Intuition. When you make a
Deneith brokers the services of a wide range of
Wisdom (Insight) or Wisdom (Perception) check,
soldiers, including Valenar warbands and the you can roll a d4 and add the number rolled to
OWJTQV[ WN ,ZWIIU *MaWVL \PM JI\\TMÅMTL \PM
the ability check.
Defender’s Guild provides exceptional body- Guardian’s Shield. You can cast the shield
O]IZL[ NWZ \PW[M _PW KIV IٺWZL \PMQZ [MZ^QKM[
spell once with this trait, and you regain the abili-
House Deneith is also renowned for its Sentinel
\a \W KI[\ Q\ IN\MZ aW] ÅVQ[P I TWVO ZM[\ ?Q[LWU Q[
Marshals, agents that hold the authority to pur-
your spellcasting ability for this spell.
sue criminals and enforce the law across Khor-
Vigilant Guardian. When a creature you
vaire. The Sentinel Marshals hold the honor of
can see within 5 feet of you is hit by an attack
the house in their hands. Being a Marshal is a
roll, you can use your reaction to swap places
privilege, and it comes with high expectations.
with that creature, and you are hit by the attack
The dragonmarked houses aren’t allowed to
instead. Once you use this trait, you can’t do so
own land or hold noble titles. House Deneith
IOIQV ]V\QT aW] ÅVQ[P I TWVO ZM[\
has always abided by these edicts, maintaining
Spells of the Mark. If you have the Spellcast-
neutrality and selling its services to all sides of a
ing or the Pact Magic class feature, the spells on
KWVÆQK\ 0W_M^MZ \PMZM¼[ I NIK\QWV \PI\ NMMT[ \PI\
the Mark of Sentinel Spells table are added to the
Deneith should use its power for its own purpos-
spell list of your spellcasting class.
es. House Deneith is also caught in an escalating
rivalry with House Tharashk, which is edging DƒÙ» Ê¥ ^›Äã®Ä›½ ^֛½½Ý
into the mercenary trade.
^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
ϭƐƚ ĐŽŵƉĞůůĞĚ ĚƵĞů͕ ƐŚŝĞůĚ ŽĨ ĨĂŝƚŚ
DRAGONMARKED CHARACTERS
ϮŶĚ ǁĂƌĚŝŶŐ ďŽŶĚ͕ njŽŶĞ ŽĨ ƚƌƵƚŚ
Some examples of characters with this mark: ϯƌĚ ĐŽƵŶƚĞƌƐƉĞůů͕ ƉƌŽƚĞĐƟŽŶ ĨƌŽŵ ĞŶĞƌŐLJ
Paladin Soldier. You’re a Sentinel Mar- 4th ĚĞĂƚŚ ǁĂƌĚ͕ ŐƵĂƌĚŝĂŶ ŽĨ ĨĂŝƚŚ
shal, and you feel a divine calling to the cause of
5th ŝŐďLJ͛Ɛ ŚĂŶĚ

104 CHAPTER 4 | THE MARK OF SENTINEL

THE MARK OF SHADOW DRAGONMARKED CHARACTERS

Here are a few examples of characters who carry
“The illusions that I weave dazzle and deceive.
the Mark of Shadow.
Sometimes that deception eases your burdens, 0W][M )OMV\ :WO]M You’re a young agent
letting you forget your troubles for a moment. But in House Thuranni. You’ve studied the perform-
I can also ease your burdens by ending your life.” ing arts, but you’re far more interested in the
darker side of the house. At the moment you’re
— Lady Elara d’Thuranni,
building your skills and reputation as an observer
shadow dancer and investigator, but once you prove yourself you

hope you’ll get to be a player in the shadow war.
The Mark of Shadows lets an elf weave illusions *IZL -V\MZ\IQVMZ You’re a rising star. Your
from shadows, crafting sounds and images to performances have already earned you a name
distract or delight. The mark also allows its across the Five Nations, and your fame will surely
bearer to draw on the shadows, making it an only increase as you develop your talents. The
easy matter to avoid detection or even disappear house has helped with your career, and they’ve
while in plain sight. It is a valuable tool for an dropped hints to see if you want to get involved
entertainer, a spy, or an assassin. in the other side of the house, but at the moment
you’re just in this for the music.
THE HOUSES OF SHADOW
MARK OF SHADOW TRAITS
The elves have carried the Mark of Shadow for
thousands of years. The families that carry the If you’re an elf with the Mark of Shadow, you
UIZS TMN\ )MZMVIT IN\MZ \PM KWVÆQK\ \PI\ _QXML have this subrace, with the following traits.
out the Mark of Death and established House Ability Score Increase. Your Charisma
8PQIZTIV QV 3PWZ^IQZM <PM[M MT^M[ IZM \PM ÅVM[\ score increases by 1.
entertainers in the land, giving them access to all Cunning Intuition. When you make a Cha-
manner of places and secrets. But the elves do risma (Performance) or Dexterity (Stealth) check,
more than entertain. There has always been an you can roll a d4 and add the number rolled to
elite force of spies and assassins within the house. the ability check.
Common folk know nothing of this. Only special Shape Shadows. You know the minor illusion
clients—powerful nobles, merchant lords, and the cantrip. Starting at 3rd level, you can cast the invis-
like—have access to these shadow-marked spies. ibility spell once with this trait, and you regain the
Toward the end of the Last War, a bitter feud IJQTQ\a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\ +PIZQ[-
broke out between the major families of the ma is your spellcasting ability for these spells.
house. Known as the Shadow Schism, it resulted Spells of the Mark. If you have the Spellcast-
in a split withinin Phiarlan—and the foundation ing or the Pact Magic class feature, the spells on
of House Thuranni. House Phiarlan continues to the Mark of Shadow Spells table are added to the
WٺMZ MV\MZ\IQVUMV\ IVL M[XQWVIOM QV \PM TIVL[ spell list of your spellcasting class.
west of the Mournland, while Thuranni operates
in Karrnath, the Lhazaar Principalities, and the DƒÙ» Ê¥ ^«ƒ—Êó ^֛½½Ý
eastern lands. As a rule, Phiarlan elves are the ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
better spies and Thuranni agents are superior ϭƐƚ ĚŝƐŐƵŝƐĞ ƐĞůĨ͕ ƐŝůĞŶƚ ŝŵĂŐĞ
assassins. On the surface Thuranni and Phiarlan ϮŶĚ ĚĂƌŬŶĞƐƐ͕ ƉĂƐƐ ǁŝƚŚŽƵƚ ƚƌĂĐĞ
maintain a peaceful relationship, but rivalries
ϯƌĚ ĐůĂŝƌǀŽLJĂŶĐĞ͕ ŵĂũŽƌ ŝŵĂŐĞ
run deep.
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
other heirs. You’re a noble of the house: are you a
“Sovereigns and Firstborn, grant me the four
carefree celebrity, or are you driven by duty and a
blessings promised to our people: dominion over deep desire to help your house and your people?
the air, dominion over the water, fortune for my Sailor Fighter. AW] [MZ^ML WV \PM ÅZ[\
family, and fortune for my future.” airship that went into service, and spent the Last
?IZ ÅOP\QVO QV \PM [SQM[ AW] SVW_ aW]Z _Ia
— From the Oath of Lyrandar
around the clouds and on the water, and you’re
looking for adventurers that will take you back to
Wind and water welcome the half-elf who carries either of them.
the Mark of Storms. The wind catches them Criminal Rogue. You’ve never been one to
when they fall, and they swim with remarkable play by the rules. You always dreamed of being a
speed. Those who possess dragonshard focus smuggler or a sky pirate, and when you were old
items can call on even greater powers, shaping enough, you stole a small airship and headed to
the weather and calling on the power of the Sharn. You and your DM will have to decide how
storm. that worked out and if you still have the airship; it

turns out they’re hard to hide. Either way, you’ve
HOUSE LYRANDAR been kicked out of the house and you’re looking
for jobs that cater to your sense of adventure.
House Lyrandar has long ruled the seas. Their
galleons harness air and water elementals and are
faster than any mundane vessel. Control of the MARK OF STORM TRAITS
sea and river trade gave Lyrandar considerable If your half-elf character has the Mark of
power. Now they reach out to the skies. Merely a Storm, the following traits replace the half-elf’s
decade old, Lyrander airships are already shifting Ability Score Increase and Skill Versatility traits
the balance of power in overland travel, previously in the Player’s Handbook.
dominated by House Orien’s lightning rail. Ability Score Increase. Your Charisma
House Lyrandar also controls the air in a more score increases by 2, and your Dexterity score
literal way. The Raincallers’ Guild can use the increases by 1.
Mark of Storms to control the weather for its Windwright’s Intuition. When you make a
clients, but at a considerable price. Dexterity (Acrobatics) check or any ability check
House Lyrandar is made up of half-elves. For involving navigator’s tools, you can roll a d4 and
many of its members, it’s more than simply add the number rolled to the ability check.
family or business—it is the closest thing their Storm’s Boon. You have resistance to lightning
people have to a homeland. House Lyrandar is damage.
ambitious and often acts in what it sees as the Headwinds. You know the gust cantrip.
interests of all half-elves. Lyrandar heirs have Starting at 3rd level, you can cast the gust of
been helping the Valenar elves run their young wind spell once with this trait, and you regain
kingdom, and some believe that Valenar could \PM IJQTQ\a \W KI[\ Q\ _PMV aW] ÅVQ[P I TWVO ZM[\
become a true homeland for the Khoravar. Charisma is your spellcasting ability for these
spells.
DRAGONMARKED CHARACTERS Spells of the Mark. If you have the

Spellcasting or the Pact Magic class feature,
Here are a few examples of characters who carry
the spells on the Mark of Storm Spells table are
the Mark of Storms.
added to the spell list of your spellcasting class.
Noble Sorcerer. You are heir to one of the
oldest families of Lyrandar, a direct descendant



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

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

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













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 ^ƉĞůů >ĞǀĞů ^ƉĞůůƐ
ability for these spells, and you don’t need ma- ϭƐƚ ĂůĂƌŵ͕ ĂƌŵŽƌ ŽĨ ŐĂƚŚLJƐ
terial components for them when you cast them
ϮŶĚ ĂƌĐĂŶĞ ůŽĐŬ͕ ŬŶŽĐŬ
with this trait.
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.







































































109
OF
K
R
W
DI
R
A
HAPTER 4
|
CHAPTER 4 | THE MARK OF WARDINGNG 10 9
C
M
A
T
HE

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[
might grant ÅZM JWT\, one mark may be formed
“Your sigil creates, child of Cannith. Mine holds
from scar tissue while another is traced on the
the power to destroy.” [SQV QV TQVM[ WN KWTL ÅZM

—Rotting Bal, While aberrant dragonmarks can be disturbing,
Tarkanan Enforcer on the surface an aberrant mark seems no more
dangerous or threatening than the powers of a
[WZKMZMZ ;W _PI\ UISM[ \PMU [QOVQÅKIV\' .QZ[\
<PM \_MT^M LZIOWVUIZS[ IZM \QML \W [XMKQÅK
WN ITT IJMZZIV\ UIZS[ IT_Ia[ PI^M ÆI_[ <PM[M
bloodlines and passed down through families.
may not actively hurt a character, but they are
They are reliable and predictable, and their
always a burden in some way—a burden that
powers are constructive. They create; they heal;
could drive a weak-willed person to madness.
they protect.
It takes time for a character to learn to control
But there is another kind of dragonmark:
their mark, and in time people may be hurt. If
marks that are unpredictable and dangerous to
an aberrant mark grants ÅZM JWT\, the person who
both the bearer and the people around them.
carries it might have severely burned or even
Someone with such a mark can kill with a
killed a loved one. Imagine having the power
touch or control minds with a glance. Aberrant to cast charm person but being unable to control
UIZS[ WN\MV IXXMIZ _PMV XMWXTM NZWU LQٺMZMV\
it and having people you care about suddenly
dragonmarked families produce a child, and for
becoming slavishly devoted to you. All of these
this reason such unions are absolutely forbidden
factors have led to the general superstition
by the Twelve. But aberrant dragonmarks
that people with aberrant dragonmarks are
can appear on members of any race, at any
dangerous, that their marks drive them crazy or
age, regardless of bloodline. No two aberrant
turn them into sociopaths. These are things that
dragonmarks are exactly alike—even if they
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
vermin. The dragonmarked houses
united in an inquisition called The
War of the Mark. Some say that
this was a persecution of innocents;
but most feared the aberrants and
stood by as the houses hunted them
down. Ever since the War of the
Mark, aberrant dragonmarks have
been few in number and relatively week.
But since the Mourning aberrant marks have
been appearing in greater numbers, and people
wonder if those who carry them could develop
greater power. ›ÙكÄã ك¦ÊÄÃٻ &½ƒóÝ
Ěϴ &ůĂǁ
1 zŽƵƌ ŵĂƌŬ ŝƐ Ă ƐŽƵƌĐĞ ŽĨ ĐŽŶƐƚĂŶƚ ƉŚLJƐŝĐĂů
FEAT: ABERRANT DRAGONMARK ƉĂŝŶ͘

2 zŽƵƌ ŵĂƌŬ ǁŚŝƐƉĞƌƐ ƚŽ LJŽƵ͘ /ƚƐ ŵĞĂŶŝŶŐ ĐĂŶ ďĞ
8ZMZMY]Q[Q\M" 6W W\PMZ LZIOWVUIZS
ƵŶĐůĞĂƌ͘
You have manifested an aberrant dragonmark.
3 tŚĞŶ LJŽƵ͛ƌĞ ƐƚƌĞƐƐĞĚ͕ ƚŚĞ ŵĂƌŬ ŚŝƐƐĞƐ ĂƵĚŝďůLJ͘
,M\MZUQVM Q\[ IXXMIZIVKM IVL \PM ÆI_ I[[WKQI\ML
4 dŚĞ ƐŬŝŶ ĂƌŽƵŶĚ ƚŚĞ ŵĂƌŬ ŝƐ ďƵƌŶĞĚ͕ ƐĐĂůLJ͕ Žƌ
_Q\P Q\ AW] OIQV \PM NWTTW_QVO JMVMÅ\["
ǁŝƚŚĞƌĞĚ͘
• Increase your Constitution score by 1, to a
5 ŶŝŵĂůƐ ĂƌĞ ƵŶĞĂƐLJ ĂƌŽƵŶĚ LJŽƵ͘
maximum of 20.
6 zŽƵ ŚĂǀĞ Ă ŵŽŽĚ ƐǁŝŶŐ ĂŶLJ ƟŵĞ LJŽƵ ƵƐĞ LJŽƵƌ
• You learn a cantrip of your choice from the ŵĂƌŬ͘
sorcerer spell list. In addition, choose a 1st-
7 zŽƵƌ ůŽŽŬƐ ĐŚĂŶŐĞ ƐůŝŐŚƚůLJ ǁŚĞŶĞǀĞƌ LJŽƵ ƵƐĞ
level spell from the sorcerer spell list. You ƚŚĞ ŵĂƌŬ͘
learn that spell and can cast it through your
8 zŽƵ ŚĂǀĞ ŚŽƌƌŝĮĐ ŶŝŐŚƚŵĂƌĞƐ ĂŌĞƌ LJŽƵ ƵƐĞ
UIZS 7VKM aW] KI[\ Q\ aW] U][\ ÅVQ[P LJŽƵƌ ŵĂƌŬ͘
a short or long rest before you can cast it
again through the mark. Constitution is
your spellcasting ability for these spells. OPTION: GREATER ABERRANT POWERS
• When you cast the 1st-level spell through At the DM’s option, a character who has the
your mark, you can expend one of your Hit Aberrant Dragonmark feat has a chance of
Dice and roll it. If you roll an even number, manifesting greater power. Upon reaching 10th
you gain a number of temporary hit points level, such a character has a 10 percent chance
equal to the number rolled. If you roll an of gaining an epic boon from among the options
odd number, one random creature within in chapter 7 of the Dungeon Master’s Guide. If the
30 feet of you (not including you) takes character fails to gain a boon, they have a 10
force damage equal to the number rolled. percent chance the next time they gain a level.
If no other creatures are in range, you take If the character gains a boon, the DM chooses
the damage. it or determines it randomly. The character
AW] IT[W LM^MTWX I ZIVLWU ÆI_ NZWU \PM also permanently loses one of their Hit Dice,
Aberrant Dragonmark Flaws table. and their hit point maximum is reduced by
an amount equal to a roll of that die plus their
+WV[\Q\]\QWV UWLQÅMZ UQVQU]U ZML]K\QWV WN
This reduction can’t be reversed by any means.


112 CHAPTER 4 | ABERRANT DRAGONMARKS

CHAPTER 5: MAGIC ITEMS




RCANE MAGIC PLAYS A VITAL ROLE creation of magic items, and
in the Five Nations. Common many powerful tools—such
magic items are widespread in as the lightning rail and
the world. The crystals known as elemental airships—require
A dragonshards serve as the fuel an ongoing expenditure of
of the magical economy and are used in focus Eberron dragonshards to
items that amplify the powers of dragonmarks. maintain their enchantments.
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
Siberys dragonshards fall from the Ring
shards are rosy crystals with crimson swirls
of Siberys, the ring of crystals that encircles
ÆW_QVO \PMQZ LMX\P[
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.
Siberys dragonshards have a close
When casting a spell, you
IٻVQ\a \W LZIOWVUIZS[
can use dragonshard
and are a vital
dust in place of any
part of any
spell component
dragonmark
that has a cost,
focus item.
unless the DM
Larger shards
says otherwise.
may be required
Dragonshard dust
for eldritch
is used in the
machines or used in
the creation of legendary
items or artifacts.
CHAPTER 5 | MAGIC ITEMS 113

/Ð盗 tÊʗ &ʑçÝ
MAGIC ITEMS tŽŽĚ ĂŵĂŐĞ dLJƉĞ


Consider how these magic items from throughout Fernian Ash Fire
Khorvaire can add to your campaign. Irian Rosewood Radiant
Kythrian Manchineel Acid or poison
Lamannian Oak Lightning or thunder
ARCANE FOCUSES Mabaran Ebony EĞĐƌŽƟĐ
Risian Pine Cold
Go to the Bazaar in Sharn or any enclave of Shavarran Birch Force
0W][M +IVVQ\P IVL aW]¼TT ÅVL I _QLM [MTMK\QWV Xorian Wenge Psychic
of arcane focuses to choose from. For a
wandslinger, the choice of an arcane focus carries
the same weight as a duelist deciding between a ORB OF SHIELDING
rapier or a maul. Do you use a wand of Fernian ash ?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\
to focus your ÅZM JWT\, or do you harness defensive
An WZJ WN [PQMTLQVO is a polished, spherical chunk
energies with a :Q[QIV WZJ'
of crystal or stone aligned to one of the planes of
An arcane focus is a tool, and only provides its existence. If you’re a spellcaster, you can use this
JMVMÅ\[ _PQTM aW]¼ZM IK\Q^MTa ][QVO Q\ )V WZJ WN
orb as a spellcasting focus.
[PQMTLQVO provides no protection when it’s in your
If you’re holding the orb when you take
pack; you must have it in your hand.
damage of the type associated with the orb’s
In Khorvaire, arcane focus items are
material, you can use your reaction to reduce
recognized as weapons: if guards are securing
the damage by 1d4 (to a minimum of 0). The
swords and bows, they’ll also require you to turn
materials and their associated damage types are
W^MZ aW]Z [\Iٺ
listed in the Orb of Shielding table.
Kِ Ê¥ ^«®›½—®Ä¦
IMBUED WOOD
WůĂŶĂƌ DĂƚĞƌŝĂů ĂŵĂŐĞ dLJƉĞ
?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\
Fernian basalt Fire
An QUJ]ML _WWL NWK][ Q[ I ZWL [\Iٺ WZ _IVL K]\
Irian quartz Radiant
from a tree infused with extraplanar energy. If
Kythrian skarn Acid and poison
you’re a spellcaster, you can use this orb as a
>ĂŵĂŶŶŝĂŶ ŇŝŶƚ Lightning and thunder
spellcasting focus.
When you cast a damage-dealing spell using Mabaran obsidian EĞĐƌŽƟĐ
this item as your spellcasting focus, you gain a +1 Risian shale Cold
bonus to one damage roll of the spell, provided Shavarran chert Force
the damage is of the type associated with the
Xorian marble Psychic
item’s wood. The types of wood and their
associated damage types are listed in the Imbued
Wood Focus table.

















114 CHAPTER 5 | MAGIC ITEMS

COMMON MAGIC ITEMS GLAMERWEAVE

?WVLZW][ Q\MU KWUUWV WZ ]VKWUUWV
/TIUMZ_MI^M is clothing imbued with harmless
BAND OF LOYALTY illusory magic. While wearing the common

:QVO KWUUWV ZMY]QZM[ I\\]VMUMV\ version of these clothes, you can use a bonus
action to create a moving illusory pattern within
If you are reduced to 0 hit points while attuned
the cloth.
to a JIVL WN TWaIT\a, you instantly die. These rings
IZM NI^WZML Ja [XQM[ _PW KIV¼\ IٺWZL \W NITT QV\W Uncommon OTIUMZ_MI^M can have the pattern
rise from the cloth. For example, a OTIUMZ_MI^M
enemy hands.
gown might be wreathed in harmless, illusory
ÆIUM[ _PQTM I OTIUMZ_MI^M hat might have illusory
CLEANSING STONE J]\\MZÆQM[ Æ]\\MZQVO IZW]VL Q\
When you make a Charisma (Performance) or
?WVLZW][ Q\MU KWUUWV
Charisma (Persuasion) check while wearing the
A KTMIV[QVO [\WVM is a sphere 1 foot in diameter, uncommon version of OTIUMZ_MI^M, you can roll a
engraved with mystic sigils. When touching the d4 and add the number rolled to the check. Once
stone, you can use an action to activate it and you use this property, it can’t be used again until
remove dirt and grime from your garments and the next dawn.
your person.
Such stones are often embedded in pedestals
in public squares in Aundair or in high-end SHIFTWEAVE
Ghallanda inns. ?WVLZW][ Q\MU KWUUWV

When a suit of [PQN\_MI^M Q[ KZMI\ML ]X \W Å^M
EVERBRIGHT LANTERN LQٺMZMV\ W]\Å\[ KIV JM MUJMLLML QV\W \PM KTW\P
While wearing the clothing, you can speak its
?WVLZW][ Q\MU KWUUWV
command word as a bonus action to transform
This bullseye lantern contains an Eberron aW]Z W]\Å\ QV\W aW]Z KPWQKM WN WVM WN \PM W\PMZ
dragonshard that sheds light comparable to that designs contained within it. Regardless of its
produced by a KWV\QV]IT ÆIUM spell. An M^MZJZQOP\ IXXMIZIVKM \PM W]\Å\ KIV¼\ JM IVa\PQVO J]\
TIV\MZV sheds light in a 120-foot cone; the closest clothing. Although it can duplicate the look
60 feet is bright light, and the farthest 60 feet is of other magical clothing, it doesn’t gain their
dim light. magical properties.


FEATHER TOKEN SPELLSHARD

?WVLZW][ Q\MU KWUUWV ?WVLZW][ Q\MU KWUUWV
This small metal disk is inscribed with the image <PQ[ XWTQ[PML -JMZZWV LZIOWV[PIZL Å\[ QV \PM
of a feather. When you fall at least 20 feet while hand and stores information similar to a book.
the token is on your person, you descend 60 The shard can hold the equivalent of one book
feet per round and take no damage from falling. that’s no more than 320 pages long. A shard
The token’s magic is expended after you land, KIV JM KZMI\ML JTIVS WZ ITZMILa ÅTTML _Q\P
whereupon the disk becomes nonmagical. 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
?WVLZW][ Q\MU ]VKWUUWV
in your mind. On subsequent rounds, reading the
text or scribing new text on blank “pages” in the This is a sturdy leather sack with tiny Siberys
shard requires concentration (as if concentrating shards embedded into the lining. If you have the
on a spell) and takes the same amount of time it Mark of Hospitality you can use an action to cast
takes you to read and write normally. Thinking KZMI\M NWWL IVL _I\MZ drawing a feast from within
of a particular phrase or topic draws you to the the bag. You shape this meal with your thoughts.
ÅZ[\ [MK\QWV QV \PM [PIZL \PI\ ILLZM[[M[ Q\ 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
sour and squalid meal.
DRAGONMARK FOCUS ITEMS
&ŽŽĚ YƵĂůŝƚLJ ŝĸĐƵůƚLJ
These items harness and expand the powers of a
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
Many dragonmark focus items have unique ƌŝƐƚŽĐƌĂƟĐ
MٺMK\[ ZMTI\ML \W \PMQZ UIZS[ I[ LM[KZQJML QV \PQ[ 18
section. Alternately, a dragonmark focus item can
A JIO WN JW]V\a can be used up to three times over
duplicate the power of an existing magic item with
the course of a day. After that, the bag can’t be
a power closely related to the mark. For example:
used again until the next dawn.
• A KIXM WN \PM UW]V\MJIVS or JWW\[ WN [XMML tied
to the Mark of Passage, or horseshoes of speed INQUISITIVE’S GOGGLES
that only function if the rider has the Mark
?WVLZW][ Q\MU ]VKWUUWV ZMY]QZM[ I\\]VMUMV\
of Passage.
The lenses of these goggles are carved from
• A KTWIS WN MT^MVSQVL or LMKS WN QTT][QWV[ tied to
Siberys dragonshards. While garish in
the Mark of Shadows.
appearance, these goggles are a boon to any
• ,QUMV[QWVIT [PIKSTM[ that can only be Tharashk inquisitive. To attune to the goggles,
activated by someone with the Mark of you must possess the Mark of Finding. As long
Warding. as this condition is met, you gain the following
• A OMU WN [MMQVO that requires the Mark of JMVMÅ\[
Detection.
• You can add your Intuition die from the
1\¼[ MI[QMZ \W XZWL]KM IV Q\MU \PI\ IUXTQÅM[ IV
0]V\MZ¼[ 1V\]Q\QWV trait of the mark when you
existing power than one that generates it on its
make Wisdom (Insight) checks.
own, and generally a focus item costs half as much
as the standard version of that item. However, the • When you examine an object, you can
Siberys shards required to make focus items are make a Wisdom (Perception) check to
rare, and it’s always up to the DM to decide what identify the aura of the last living creature
focus items are available in the world. to touch the object. The DC is 13 + the





116 CHAPTER 5 | MAGIC ITEMS

number of days since the last contact SCRIBE’S PEN
occurred. If the check is successful, you
?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ Ja I
learn the species of the creature and you
KZMI\]ZM _Q\P \PM 5IZS WN ;KZQJQVO
can immediately use your 1UXZQV\ 8ZMa ability
to target this creature. You can use this pen to write on any surface. You
decide whether the writing is visible or invisible,
but the writing is always visible to a person with
KEYCHARM the Mark of Scribing.
Any creature with the Mark of Scribing can use
?WVLZW][ Q\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ Ja I
an action to touch the invisible writing, making it
KZMI\]ZM _Q\P \PM 5IZS WN ?IZLQVO
visible to all.
This small stylized key plays a vital role in the If you use the pen to write on a creature that
work of House Kundarak. If you cast the ITIZU, isn’t a construct, the writing fades after 7 days.
IZKIVM TWKS, or OTaXP WN _IZLQVO spell, you can tie
\PM MٺMK\ \W \PM SMaKPIZU so that whoever holds
Q\ ZMKMQ^M[ \PM VW\QÅKI\QWV NZWU \PM ITIZU spell,
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
















117
CHAPTER 5 | MAGIC ITEMS
CHAPTER 5 | M A GIC I TE MS 117

WHEEL OF WIND AND WATER ELDRITCH MACHINES

?WVLZW][ Q\MU ]VKWUUWV
1V I +IVVQ\P MVKTI^M I \MIU WN IZ\QÅKMZ[
When mounted at the helm of an elemental maintain the KZMI\QWV NWZOM that produces the
galleon or airship, this wheel allows a creature warforged. In the Shadow Marches, druids guard
that possesses the Mark of Storm to telepathically the seals that hold the Daelkyr at bay. In the
control the elemental bound inside the vessel. [M_MZ[ JMTW_ ;PIZV I UIL OMVQ][ X]\[ \PM ÅVIT
If a _PMMT WN _QVL IVL _I\MZ is mounted on a touches on a device that will turn the people of
mundane sailing ship, a creature with the Mark the city into undead monstrosities.
of Storm who is using the wheel can create All of these are MTLZQ\KP UIKPQVM[. They are
an area of ideal conditions around the vessel, wondrous locations: magic items of immense
increasing its speed by 5 miles per hour. power, but so large that they cannot be moved.
-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
<PQ[ LM^QKM MUIVI\M[ IV IV\QUIOQK ÅMTL [IUM
the daelkyr bound in Khyber and prevent Xoriat
MٺMK\[ I[ \PM IV\QUIOQK ÅMTL spell) in a radius of 1 to
from becoming coterminous with Eberron. If
UQTM[ <PM ÅMTL KIV JM IK\Q^I\ML WZ LMIK\Q^I\ML
enough of these seals are destroyed, there could
as an action with a touch by its controller.
be dire consequences for the world.
The form that the device takes depends on
the nature of its creator. The Ashbound druids
MABARAN RESONATOR despise unnatural magic, so a spell sink created
by them might be a living artifact, such as a
This dread device draws on the power of Mabar,
twisted tree that consumes the magical energy
infusing the dead with the malign energy of the
around it. Conversely, a spell sink created by a
Endless Night. While it is active, any humanoid
UIL IZ\QÅKMZ UQOP\ JM I UI[[Q^M ^M[[MT KWUXW[ML
that dies within 2 miles of the resonator
of dragonshards and exotic metals.
reanimates 1 minute later as a zombie (see the
A variant device called the spell siphon not only
5WV[\MZ 5IV]IT for its stat block) under the control
neutralizes magic but also absorbs all magical
of the creature controlling the device.
energy in the area, storing that power for a
KI\IKTa[UQK MٺMK\
MASTER’S CALL

While this looks like a scrap heap assembled STORM SPIRE
from shattered constructs, this eldritch machine
This eldritch machine can only be controlled by
possesses great power. A creature in control
creatures that bear the Mark of Storm. Storm
of it can sense the presence and location of all
[XQZM[ ITTW_ 0W][M 4aZIVLIZ \W QVÆ]MVKM \PM
warforged within 10 miles of the device and
weather, which can be a boon for the local
can, as an action, send a telepathic message to
population or a curse if a Lyrandar baron
them laced with enchantment magic. Such a
chooses to demand payment for ideal weather.
message can be sent no more than once every
24 hours. A warforged who receives the message
is compelled to follow one command contained
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

?MIXWV IVa WVM PIVLML UMTMM _MIXWV KWUUWV
The warforged are living constructs. House
ZMY]QZM[ I\\]VMUMV\ Ja I _IZNWZOML
Cannith has designed a number of magic items
that can interface directly with the body of a An IZUJTILM is a magic weapon that attaches to
warforged. Once attached, a component cannot your arm, becoming inseparable from you as
be removed unless the warforged allows it. 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 As a bonus action, you can retract the IZUJTILM
are just a few of the components that can be into your forearm or extend it from there. While
encountered in the world. 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)
A LWKMV\ is a small metal sphere, about 2 inches LM\MK\ M^QT IVL OWWL or (3–6) LM\MK\ UIOQK. The
across, studded with dragonshards. To attune to LWKMV\ decides when to cast the spell.
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
Sentience. A LWKMV\ is a sentient item of any
of the simple functions of a LWKMV\ is to serve as a
alignment with an Intelligence of 16, a Wisdom
translator. The LWKMV\’s properties are under its
of 14, and a Charisma of 14. It perceives the
control, and if you have a bad relationship with
world through your senses. It communicates
your LWKMV\, it might refuse to assist you.
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
• The _IVL [PMI\P can’t be removed from you
it. However, the _IVL [PMI\P and the attached
while you’re attuned to it.
wand count as a single magic item with regard
• You can insert a wand into the sheath as an to the number of magic items you can attune to.
action. The sheath can hold only one wand If you remove the wand from the sheath, your
at a time. attunement to the wand ends.




































































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


Shrines and temples can be found across Sharn.
The City of Towers draws people from across the
The Pavilion of the Host is Breland’s largest
world. What’s brought your character to Sharn?
temple to the Sovereign Host, and the Cathedral
Do you have deep roots in the city, or have you
R][\ [\MXXML Wٺ \PM 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
an entertainer, are loved in the upper wards or 1d4 Acolyte
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
to decide which group you’re connected to, and
1d4 Charlatan
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
ĚƌŝǀĞŶ ďLJ ŚŽůLJ ǀŝƐŝŽŶƐ͘ /Ĩ LJŽƵ ĂƌĞ Ă 1 zŽƵ ŚĂǀĞ ĨĂŵŝůLJ Žƌ ĨƌŝĞŶĚƐ ŝŶ ƚŚĞ
ĚŝǀŝŶĞ ƐƉĞůůĐĂƐƚĞƌ͕ LJŽƵƌ ĂĐƚƵĂů ĨĂŝƚŚ ŵĂLJ ŽƌŐĂŶŝnjĂƟŽŶ͕ ďƵƚ LJŽƵ͛ǀĞ ƐƟůů ŐŽƚ ƚŽ
ďĞ ĞŶƟƌĞůLJ ĚŝīĞƌĞŶƚ ĨƌŽŵ ƚŚĞ ŽŶĞ LJŽƵ ƉƌŽǀĞ LJŽƵƌƐĞůĨ ƚŽ ƚŚĞ ŐĂŶŐ͘
ƉƌŽĨĞƐƐ͘ 2 zŽƵ ƌĞƟƌĞĚ ĨƌŽŵ ƚŚĞ ĐƌŝŵŝŶĂů ůŝĨĞ ůŽŶŐ
3 zŽƵ͛ǀĞ ĂĚŽƉƚĞĚ ƚŚĞ ŝĚĞŶƟƚLJ ŽĨ Ă ƌĞĨƵŐĞĞ ĂŐŽ͘ Ƶƚ LJŽƵ ƐƟůů ŚĂǀĞ ĚĞĞƉ ƌŽŽƚƐ ǁŝƚŚ
ĨƌŽŵ ƚŚĞ ǁĂƌ͕ ďƵƚ ŝŶ ĨĂĐƚ LJŽƵ͛ƌĞ ƌƵŶŶŝŶŐ ƚŚĞ ŽƌŐĂŶŝnjĂƟŽŶ͕ ĂŶĚ ŶŽǁ ƚŚĞLJ͛ƌĞ
ĨƌŽŵ ĂŶ ŝŶĨĂŵŽƵƐ ƉĂƐƚ͘ ƌĞ LJŽƵ Ă ǁĂƌ ƉƵůůŝŶŐ LJŽƵ ďĂĐŬ ŝŶ͘
ĐƌŝŵŝŶĂů͍ Ŷ ĂŐŝƚĂƚŽƌ͍ ĨŽƌŵĞƌ ƐƉLJ 3 zŽƵ͛ƌĞ ƐĞĐƌĞƚůLJ ǁŽƌŬŝŶŐ ĨŽƌ ƚŚĞ ŝƚLJ
ŚŝĚŝŶŐ ĨƌŽŵ LJŽƵƌ ĞŵƉůŽLJĞƌƐ͍ tĂƚĐŚ Žƌ Ă ĨŽƌĞŝŐŶ ĐƌŝŵĞ ĂŐĞŶĐLJ͕ ƚƌLJŝŶŐ
4 zŽƵ͛ƌĞ Ă ĐŽǀĞƌƚ ŽƉĞƌĂƟǀĞ ǁŽƌŬŝŶŐ ƚŽ ǁŽƌŵ LJŽƵƌ ǁĂLJ ŝŶƚŽ ƚŚĞ ƵŶĚĞƌǁŽƌůĚ
ĨŽƌ ĂŶŽƚŚĞƌ ŶĂƟŽŶ͕ Žƌ ĨŽƌ Ă ƉŽǁĞƌĨƵů ŽĨ ^ŚĂƌŶ͘
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
ĮŐŚƚ ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ƉĞŽƉůĞ ďŽƚŚ ĨƌŽŵ
1d4 Entertainer 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 2 zŽƵ͛ƌĞ ǁŽƌŬŝŶŐ ƚŽ ŝŵƉƌŽǀĞ ƚŚĞ ŝŵĂŐĞ ŽĨ
ƚŚĞ ĚŝǀĞ͕ ƚŚĞ ďĞƩĞƌ͘ 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
4 zŽƵ͛ƌĞ ƉƌĞƐĞƌǀŝŶŐ ĂŶ ƵŶƵƐƵĂů ĂƌƟƐƟĐ ƚŚĞ ŶĂƟŽŶƐ ŝŶƚŽ ǁĂƌ͘
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
ND
OU
S
H
APTER 6 |
R
N
A
S
H
KG
R
C
B
A

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
1 zŽƵ ƐƉĞŶƚ ƚŚĞ ůĂƐƚ ƚĞŶ LJĞĂƌƐ ŵĞĚŝƚĂƟŶŐ
inns, taverns, and restaurants. Are you part of
ŽŶ Ă ƉŝůůĂƌ ŽŶ ŽŶĞ ŽĨ ƚŚĞ ŚŝŐŚĞƐƚ ƉŽŝŶƚƐ
one of these international guilds, or tied to a
ŝŶ ^ŚĂƌŶ͘ ƌĞĐĞŶƚ ƌĞǀĞůĂƟŽŶ ŚĂƐ
smaller local organization?
ďƌŽƵŐŚƚ LJŽƵ ĚŽǁŶ ĨƌŽŵ LJŽƵƌ ƉĞƌĐŚ͖
ǁŚĂƚ ŝƐ LJŽƵƌ ƋƵĞƐƚ͍ KǀĞƌ ƚŚĞ ĐŽƵƌƐĞ ŽĨ
1d4 'ƵŝůĚ ƌƟƐĂŶ 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
4 zŽƵ͛ƌĞ Ă ŵĞŵďĞƌ ŽĨ Ă ƐŵĂůů ĂůůŝĂŶĐĞ ŽĨ ƌĞůŝŐŝŽƵƐ ĞdžƉĞƌŝĞŶĐĞ͕ Žƌ ĚŝĚ LJŽƵ ŚĂǀĞ
ŝŶĚĞƉĞŶĚĞŶƚ ĂƌƟƐĂŶƐ͘ zŽƵ͛ƌĞ ĮŐŚƟŶŐ ĂŶ ĂƌĐĂŶĞ ŝŶƐŝŐŚƚ ŝŶƚŽ ƚŚĞ ǁŽƌŬŝŶŐƐ ŽĨ
ƚŽ ŬĞĞƉ LJŽƵƌ ĐŽůůĞĐƟǀĞ ĨƌŽŵ ďĞŝŶŐ ƚŚĞ ƵŶŝǀĞƌƐĞ͍
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
1 zŽƵ ǁĞƌĞ ďŽƌŶ ŝŶ ƚŚĞ ƌƵŝŶƐ ŽĨ &ĂůůĞŶ ĂŶĚ
1d4 Noble 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 2 zŽƵ ƐĞƌǀĞĚ ĂƐ Ă ŵĞƌĐĞŶĂƌLJ ƐĐŽƵƚ ŝŶ ƚŚĞ
ĐĂƵƐĞ͕ ĚĞƐƉŝƚĞ ďĞŝŶŐ ĂŶ ŚĞŝƌ ƚŽ ǁĞĂůƚŚ >ĂƐƚ tĂƌ ĂŶĚ ĨŽůůŽǁĞĚ LJŽƵƌ ĐŽŵƌĂĚĞƐ
ĂŶĚ ƉŽǁĞƌ͕ LJŽƵ͛ƌĞ ĐƵƌƌĞŶƚůLJ ŬĞĞƉŝŶŐ ƚŽ ^ŚĂƌŶ ŝŶ ƚŚĞ ǁĂŬĞ ŽĨ ƚŚĞ ǁĂƌ͘
LJŽƵƌ ůŝŶĞĂŐĞ Ă ƐĞĐƌĞƚ͘
3 zŽƵ ǁĞƌĞ ďƌŽƵŐŚƚ ƚŽ ^ŚĂƌŶ ĂƐ Ă
2 zŽƵ͛ƌĞ Ă ůŽĐĂů ĐĞůĞďƌŝƚLJ͘ zŽƵ ĚĞůŝŐŚƚ ĐƵƌŝŽƐŝƚLJ͘ zŽƵ ǁĞƌĞ ĞdžŚŝďŝƚĞĚ ŝŶ ƚŚĞ
ŝŶ ƐůƵŵŵŝŶŐ ŝŶ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͕ ďƵƚ ƵƉƉĞƌ ǁĂƌĚƐ ĨŽƌ Ă ƟŵĞ ƵŶƟů ƉĞŽƉůĞ
ǁŚĞƌĞǀĞƌ LJŽƵ ŐŽ ŝŶ ^ŚĂƌŶ͕ ŐŽƐƐŝƉ ŝƐ ŐƌĞǁ ƟƌĞĚ ŽĨ LJŽƵ͘
ƐƵƌĞ ƚŽ ĨŽůůŽǁ͘
4 zŽƵ ĂƌĞ ĂŶ ĞdžŝůĞ ĨƌŽŵ LJŽƵƌ ŚŽŵĞůĂŶĚ͘
3 zŽƵƌ ĨĂŵŝůLJ ŝƐ ŝŶǀŽůǀĞĚ ŝŶ Ă ůŽŶŐͲƚĞƌŵ ŝĚ LJŽƵ ĐŽŵŵŝƚ Ă ƚĞƌƌŝďůĞ ĐƌŝŵĞ͍ tĂƐ
ƉůŽƚ ƚŽ ŽǀĞƌƚŚƌŽǁ ƚŚĞ ŵŽŶĂƌĐŚ ŽĨ LJŽƵƌ LJŽƵƌ ƚƌŝďĞ ǁŝƉĞĚ ŽƵƚ ŝŶ Ă ĨĞƵĚ͍ ƌĞ LJŽƵ
ŚŽŵĞůĂŶĚ͘ zŽƵƌ ũŽď ŝƐ ƚŽ ĮŶĚ ĐĂƉĂďůĞ ĨŽůůŽǁŝŶŐ Ă ĚŝǀŝŶĞ ǀŝƐŝŽŶ͍
ĐŽŵƌĂĚĞƐ ƚŽ ŚĞůƉ LJŽƵ ǁŝƚŚ LJŽƵƌ ƋƵĞƐƚ
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
1 zŽƵ͛ƌĞ ĂŶ ƵŶƚĞŶƵƌĞĚ ƌĞƐĞĂƌĐŚĞƌ Ăƚ 1d4 Sailor
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
2 WĞŽƉůĞ ƚŚŝŶŬ LJŽƵ͛ƌĞ ĐƌĂnjLJ͘ zĞƐ͕ LJŽƵ LJŽƵ ŚĂǀĞ ŽŶ ůĂŶĚ͘ ƌĞ LJŽƵƌ ƉĞŽƉůĞ
ŚĂǀĞ Ă ůŽƚ ŽĨ ƵŶŽƌƚŚŽĚŽdž ƚŚĞŽƌŝĞƐ͘ ŵĞƌĐŚĂŶƚƐ͍ džƉůŽƌĞƌƐ͍ Kƌ ƉƌŝǀĂƚĞĞƌƐ͍
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 3 tŚĞŶ LJŽƵ ǁĞƌĞ Ă ĐŚŝůĚ͕ LJŽƵ ƐĞƌǀĞĚ ĂƐ
ďƵƌŶƚͲŽƵƚ ŬƐƚŽƌĞ͘ Ƶƚ ǁŚĂƚ ŝĨ LJŽƵ͛ƌĞ Ă ĚĞĐŬŚĂŶĚ ŽŶ Ă ƐŚŝƉ ƚŚĂƚ ĞdžƉůŽƌĞĚ
ƌŝŐŚƚ͍ ,ŵŵ͍ 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 4 zŽƵ͛ƌĞ ĂŶ ŝŶĨĂŵŽƵƐ ƉŝƌĂƚĞ͘ zŽƵ ŶĞǀĞƌ
ŶĞĞĚ ƚŽ ďĞ ŽŶ ƚŚĞ ƐĐĞŶĞ ĨŽƌ ƐŽŵĞƚŚŝŶŐ ŚĂƌŵĞĚ Ă ƌĞůŝƐŚ ǀĞƐƐĞů͕ ďƵƚ LJŽƵ ǁĞƌĞ
ďŝŐ͘ 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 Urchin
1d4 Soldier 1 zŽƵ ŐƌĞǁ ƵƉ ŽŶ ƚŚĞ ƐƚƌĞĞƚƐ ŽĨ >ŽǁĞƌ
1 dŚĞ ǁĂƌ ŝƐ ŶĞǀĞƌ ŽǀĞƌ͘ zŽƵ ŬŶŽǁ ƵƌĂ͘ zŽƵ ŚĂĚ ƚŽ ĮŶĚ Žƌ ƐƚĞĂů ƚŚĞ
LJŽƵƌ ĞŶĞŵŝĞƐ ĂƌĞ ƐƟůů ƉůŽƫŶŐ͕ ĂŶĚ ƚŚŝŶŐƐ LJŽƵ ŶĞĞĚĞĚ ƚŽ ƐƵƌǀŝǀĞ͘ zŽƵ
LJŽƵ͛ƌĞ ŐŽŝŶŐ ƚŽ ĚŽ ǁŚĂƚĞǀĞƌ ŝƚ ƚĂŬĞƐ ĚŽŶ͛ƚ ƚƌƵƐƚ ĂŶLJŽŶĞ Žƌ ĂŶLJƚŚŝŶŐ͙
ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ŶĂƟŽŶ͘ /Ĩ LJŽƵ͛ƌĞ ŶŽƚ ĞdžĐĞƉƚ ƚŚĞ ĨĞǁ ĨƌŝĞŶĚƐ LJŽƵ͛ǀĞ ŵĂĚĞ
ĨƌŽŵ ƌĞůĂŶĚ͕ ƚŚĂƚ ŵĞĂŶƐ ƐĞƌǀŝŶŐ ƚŚĞ ŽǀĞƌ ƚŚĞ LJĞĂƌƐ͘ zŽƵ͛Ě ĚŽ ĂŶLJƚŚŝŶŐ
ŝŶƚĞƌĞƐƚƐ ŽĨ LJŽƵƌ ŶĂƟŽŶ ŝŶ ^ŚĂƌŶͶ ĨŽƌ LJŽƵƌ ĨƌŝĞŶĚƐͶĞǀĞŶ ďĞĐŽŵĞ ĂŶ
ǁŚĂƚĞǀĞƌ ƚŚŽƐĞ ŵĂLJ ďĞ͘ ĂĚǀĞŶƚƵƌĞƌ͘
2 zŽƵ͛ƌĞ ĂŶ ŽůĚ ƐŽůĚŝĞƌ͗ LJŽƵ ƐĞƌǀĞĚ ǁŝƚŚ 2 Ɛ ĂŶ ŽƌƉŚĂŶ͕ LJŽƵ ǁĞƌĞ ƌĞĐƌƵŝƚĞĚ ďLJ
ĚŝƐƟŶĐƟŽŶ ĂŶĚ ƌĞƟƌĞĚ ǁŝƚŚ ŚŽŶŽƌ Ă ŐĂŶŐ ŽĨ ƚŚŝĞǀĞƐ͘ dŚĞ ƌĞƐƚ ŽĨ LJŽƵƌ
ĚĞĐĂĚĞƐ ĂŐŽ͘ zŽƵ͛ǀĞ ŐŽƚ ĂŶ ĞŶĚůĞƐƐ ĐƌĞǁ ǁĂƐ ǁŝƉĞĚ ŽƵƚ ŝŶ Ă ďƌƵƚĂů ŐĂŶŐ
ƐƵƉƉůLJ ŽĨ ƐƚŽƌŝĞƐ ŽĨ LJŽƵƌ ŚĞƌŽŝĐ ĚĞĞĚƐ͘ ǁĂƌ͕ ĂŶĚ ŶŽǁ LJŽƵ͛ƌĞ ůŽŽŬŝŶŐ ĨŽƌ Ă
/ƚ͛Ɛ ďĞĞŶ Ă ůŽŶŐ ƟŵĞ ƐŝŶĐĞ LJŽƵ͛ǀĞ ŶĞǁ ƚĞĂŵ͘
ďĞĞŶ ŝŶ ĐŽŵďĂƚ ĂŶĚ LJŽƵƌ ƐŬŝůůƐ ĂƌĞ Ă 3 zŽƵ ŐƌĞǁ ƵƉ ĐƌĂǁůŝŶŐ ƚŚĞ ǁĂůůƐ͕
ůŝƩůĞ ƌƵƐƚLJ͘ Ƶƚ LJŽƵ͛ƌĞ ƐƵƌĞ ƚŚĂƚ ŝĨ LJŽƵ ĂŶĚ LJŽƵ ŬŶŽǁ ƚŚĞ ĐŝƚLJ ďĞƩĞƌ ƚŚĂŶ
ƉŝĐŬ ƵƉ Ă ƐǁŽƌĚ͕ ŝƚ ǁŝůů Ăůů ĐŽŵĞ ďĂĐŬ ĂŶLJŽŶĞ͘ dŚĞ ǁŽƌůĚ͛Ɛ Ă ƵŐůLJ ƉůĂĐĞ͕
ƚŽ LJŽƵ ƐŽŽŶ ĞŶŽƵŐŚ͘ ďƵƚ ƚŚĞƌĞ͛Ɛ Ă ůŽƚ ŽĨ ǁŽŶĚĞƌƐ ŝŶ ƚŚĞƐĞ
3 zŽƵ͛ƌĞ ĂŶ ŽĸĐĞƌ ŽĨ ƚŚĞ LJƌĂŶ ĂƌŵLJ͘ ƚŽǁĞƌƐ͙ ĂŶĚ LJŽƵ͛ƌĞ ŚĂƉƉLJ ƚŽ ƐŚĂƌĞ
zŽƵ ŽŶĐĞ ŚĞůĚ Ă ĨĂŝƌůLJ ŚŝŐŚ ƌĂŶŬ͕ ďƵƚ ƚŚŽƐĞ ƐĞĐƌĞƚƐ ǁŝƚŚ LJŽƵƌ ĨƌŝĞŶĚƐ͘
LJŽƵƌ ŶĂƟŽŶ ŝƐ ĚĞƐƚƌŽLJĞĚ ĂŶĚ LJŽƵƌ 4 zŽƵ͛ƌĞ Ă ƌĞĨƵŐĞĞ͘ zŽƵ ǁĞƌĞ ƉƵƚ ŝŶ ƚŚĞ
ƐŽůĚŝĞƌƐ ƐĐĂƩĞƌĞĚ͘ Ž LJŽƵ ƐƟůů ĨĞĞů ĐĂŵƉ ŝŶ ,ŝŐŚ tĂůůƐ͕ ďƵƚ ŶŽ ǁĂůůƐ ĐĂŶ
ďŽƵŶĚ ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ƉĞŽƉůĞ͕ ĂƌĞ LJŽƵ ŚŽůĚ LJŽƵ͘ ^ŚĂƌŶ ŝƚƐĞůĨ ŝƐ ĂŶ ĂĚǀĞŶƚƵƌĞ͕
ŽŶůLJ ůŽŽŬŝŶŐ ŽƵƚ ĨŽƌ LJŽƵƌƐĞůĨ͍ ĂŶĚ LJŽƵ͛ƌĞ ĚĞĂůŝŶŐ ǁŝƚŚ ƚŚĞ ŚŽƌƌŽƌƐ
4 zŽƵƌ ƟĞƐ ĂƌĞŶ͛ƚ ƚŽ ƚŚĞ ƚƌĂĚŝƟŽŶĂů ŽĨ LJŽƵƌ ƉĂƐƚ ďLJ ĞdžƉůŽƌŝŶŐ LJŽƵƌ ŶĞǁ
ŵŝůŝƚĂƌLJ͖ ƚŚĞLJ͛ƌĞ ƚŽ ƚŚĞ ^ŚĂƌŶ tĂƚĐŚ͘ ŚŽŵĞ͘
zŽƵ ǁĞƌĞ ĨŽƌĐĞĚ ŽƵƚ ŽĨ ƚŚĞ tĂƚĐŚ ďLJ Ă
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

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

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

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


CHAPTER 6 | THE SHAPE OF SHARN 131

Watch pays little attention to the lower ^»ù‘ʃ‘«›Ý
districts, making them a haven for criminals
6N\FRDFKHV DUH VPDOO Á\LQJ YHVVHOV 7KH\
and gangs. 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
JXHVWV
meanwhile, Central is a center of wealth and
XW_MZ IVL 4W_MZ +MV\ZIT Q[ IT[W MٺMK\Q^MTa I 8QOLNH DLUVKLSV VN\FRDFKHV GRQ·W PDNH
XVH RI ERXQG HOHPHQWDOV 6KDUQ LV ORFDWHG LQ
middle ward.
D PDQLIHVW ]RQH WKDW HQKDQFHV PDJLFV WLHG
Each ward is further subdivided into districts, WR ÁLJKW DQG OHYLWDWLRQ DQG WKLV LV ZKDW PDNHV
VMQOPJWZPWWL[ LMÅVML Ja IV MKWVWUQK ZWTM I ERWK VN\FRDFKHV DQG WKH WRZHUV WKHPVHOYHV
[XMKQÅK KWUU]VQ\a WZ JW\P 4W_MZ 6WZ\PMLOM SRVVLEOH ,I D VN\FRDFK LV WDNHQ PRUH WKDQ D
includes the districts of Stonegard, Longstairs, PLOH DZD\ IURP 6KDUQ LWV HQFKDQWPHQWV ZLOO
and North Market. Lower Dura includes seven IDLO DQG LW ZLOO FUDVK
distinct districts. This book doesn’t delve deeply +RXVH /\UDQGDU PDLQWDLQV DQG OLFHQVHV
QV\W ]VQY]M NMI\]ZM[ WN MIKP LQ[\ZQK\# \PM JZWIL PRVW RI WKH VN\FRDFKHV LQ 6KDUQ EXW \RX
ÆI^WZ WN I _IZL Q[ MVW]OP \W LZQ^M IV IL^MV\]ZM GRQ·W KDYH WR KDYH WKH 0DUN RI 6WRUPV
WR SLORW DQ VN\FRDFK ,W GRHV UHTXLUH
If you’d like to know more about the districts of
VSHFLDOL]HG WUDLQLQJ³D WRRO SURÀFLHQF\ ZLWK
Sharn—along with more information about its
DLU YHKLFOHV³VR LI \RX·UH SODQQLQJ WR VWHDO DQ
many factions, plots, and locations—refer to the
DLUVKLS \RX·OO QHHG WR PDNH VXUH \RX·YH JRW
sources presented in the Appendix. VRPHRQH ZKR FDQ SLORW LW


GETTING AROUND Traveling from district to district involves


Sharn is an enormous city and traveling from lots of bridges and ramps, along with magic
WVM [QLM \W \PM W\PMZ KIV JM Y]Q\M IV WZLMIT )[ I TQN\[¸^I[\ ÆWI\QVO LQ[S[ \PI\ [TW_Ta I[KMVL IVL
rough guideline… descend along threads of mystical energy. Lifts
• It takes up to 30 minutes to move around are designed to move cargo and can be up to 30
feet in diameter. Most lifts have rails but aren’t
within a particular ward.
N]TTa MVKTW[ML# _PMV ÅOP\QVO WV I TQN\ X][PQVO
• If you’re traveling between wards, add 30
[WUMWVM Wٺ \PM MLOM Q[ IT_Ia[ I XW[[QJQTQ\a
minutes for each ward you pass through.
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 There are many ways to speed up travel
WN \PM[M Y]IZ\MZ[ 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 PQXXWOZQٺ[ OZQٺWV[ 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 Pavilion of the Host (Sovereign Host) and
The power and wealth of Sharn are concentrated
the Cathedral of the Cleansing Flame (Silver
in the Central Plateau. It’s the safest place in
Flame). While it’s a middle ward, services are
the city, combining the most capable units
KWUNWZ\IJTM \W _MIT\Pa QV Y]ITQ\a
WN \PM +Q\a ?I\KP _Q\P \PM PMILY]IZ\MZ[ WN
Sharn’s elite forces. Whether you’re looking to
deal with powerful merchants, city councilors,
dragonmarked barons, or the ambassadors of LOWER CENTRAL
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
the Sharn Watch is plentiful and well paid.
UPPER CENTRAL

*W\P OWTL IVL XW_MZ ÆW_ LW_V NZWU =XXMZ
Central. The Council Hall is the seat of city THINGS TO DO IN CENTRAL PLATEAU
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. Plan a Heist. Rob the Kundarak Bank of
Between the Sharn Watch and private security Sharn (Upper Central) or the Brelish Museum of
forces, this is a bad place to start trouble, and Fine Art (Middle Central).
player characters who appear suspicious may be Go to Jail. The Citadel in Middle Central is
challenged by guards. also Sharn’s high-security prison.

Pray. The primary temples of the Sovereign
Host and the Silver Flame are located in Middle
MIDDLE CENTRAL +MV\ZIT ITWVO _Q\P I PW[\ WN [PZQVM[ \W [XMKQÅK

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

















134 CHAPTER 6 | CENTRAL PLATEAU QUARTER

QV \PM _IZL# \PQ[ WTL QVV _I[ \PM ÅZ[\ /PITTIVLI
DURA QUARTER enclave in Sharn, and it also has modest and
poor rooms for the common folk of Dura.
Sharn began with Dura, but the city has left
Q\ JMPQVL ,]ZI Q[ \PM WTLM[\ Y]IZ\MZ WN ;PIZV
and many consider it to be a blight on the
City of Towers. There are cracks in the stones LOWER DURA
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQٺ[QLM 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
_I[ IJIVLWVML IN\MZ I ÆWI\QVO \W_MZ KWTTIX[ML
UPPER DURA onto it. Malleon’s Gate is home to the goblins of

Sharn, along with other monstrous immigrants
This ward is full of life, home to talented artisans
from Droaam and Darguun. Callestan is a center
and successful merchants. There’s a seedy
for criminal activity.
edge to Upper Dura, and in general it has the
Y]ITQ\QM[ WN I UQLLTM _IZL *]\ Q\¼[ I XTIKM \PI\
welcomes all manner of suspicious customers…
_PQKP UISM[ Q\ I PI^MV NWZ IL^MV\]ZMZ[ +TQٺ\WX THINGS TO DO IN DURA
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; Gamble. Legal gambling is heavily taxed and
it’s said that the strongest spirits in Sharn are limited in its scope. Dura is home to a wide range
served at Morragin’s Tavern. Hope’s Peak is WN [PILQMZ IVL UWZM XZWÅ\IJTM OIUM[
a temple district, notable for the Citadel of the Go Shopping. If you’re looking for expensive
Sun. Dedicated to Dol Arrah, this church is goods shop elsewhere. But the Bazaar of Middle
considered to be a true bastion of light. Finally, Dura is an excellent source for exotic goods…
the Overlook district is home to most of the TMOIT WZ W\PMZ_Q[M +TQٺ\WX KI\MZ[ \W IL^MV\]ZMZ[
kalashtar in Sharn. and has a reasonable selection of magical goods.
A Little Crime. Looking for a fence? Need
\W ÅVL I [U]OOTMZ WZ IV I[[I[[QV' ,W aW] _IV\
MIDDLE DURA to set up a meeting with a Boromar lieutenant?

Lower Dura is the nexus for criminal activities
Middle Dura caters to the working class of Sharn.
in Sharn.
It’s inns and taverns are modest in price, but
;]ٺMZ ) <MZZQJTM )KKQLMV\ The Sharn
there’s gold among the dross. The Bazaar is the
Watch ignores Lower Dura, and even in the
largest commercial district in Sharn, though it’s
higher wards they’re spread thin. There are even
certainly shadier than the other major markets
stories of dragonmarked houses and mad wizards
in the city. Middle Dura is home to a host of
conducting dangerous experiments in Lower
inns and taverns. The King of Fire is a popular
Dura… who’s going to stop them?
tavern and reputable gambling establishment.
Ghallanda Hall has the only comfortable rooms



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
to help you with illegal activities or want to sell
The hub of Sharn’s entertainment industry and
stolen artifacts, you should turn to Lower Dura.
home to Breland’s largest university, Menthis
8TI\MI] Q[ WVM WN \PM UW[\ LQ^MZ[M Y]IZ\MZ[ QV
Sharn. Whether you’re looking for classical
\PMI\MZ I ÅVM JWWS[\WZM WZ IV QTTMOIT ÅOP\QVO LOWER MENTHIS
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
taverns and theaters ranging from the innocent to
UPPER MENTHIS \PM ZQ[Y]M <PMZM IZM OIUJTQVO PITT[ JZW\PMT[ IVL

spontaneous performances in the streets. Lower
Elegant and civilized, Upper Menthis is home
5MV\PQ[ Q[ IT[W PWUM \W \PM *]ZVQVO :QVO I ÅOP\
\W NW]Z WN \PM ÅVM[\ \PMI\MZ[ QV *ZMTIVL" <PM
club where spectators bet on amateur gladiators.
cutting-edge Art Temple, colorful Khavish
Technically illegal, the Burning Ring moves
Theater, traditional Grand Stage, and the open-
around the ward. Competitors are armed but
air Stargazer Theater, along with the Kavarrah
unarmored; matches continue until a contestant
Concert Hall. It’s the location of Morgrave
yields, but fatalities do happen.
University. It includes upscale shops with a focus
WV ÅVM NWWL IVL NI[PQWV# \PM UW[\ ZMUIZSIJTM
glamerweave in Sharn can be found in Den’iyas,
I OVWUM LQ[\ZQK\ SVW_V I[ ¹4Q\\TM BQTIZOW º THINGS TO DO IN MENTHIS PLATEAU
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
ÅVL I [XMKQITQ[\ QV OWJTQV PQ[\WZa WZ \PM \PMWZa WN
MIDDLE MENTHIS manifest zones, Morgrave is your best option.

Show Business. Menthis has a host of
This ward is the most diverse in Sharn, and
performance venues, from the Grand Stage to the
includes communities drawn from across
many taverns of Lower Menthis. Spontaneous
Khorvaire. The Little Plains district draws
PITÆQVO QUUQOZIV\[ NZWU \PM <ITMV\I 8TIQV[ street performances are common throughout the
Cassan Bridge PI[ I [QOVQÅKIV\ XWX]TI\QWV WN Y]IZ\MZ 1V ILLQ\QWV \W MVRWaQVO \PM MV\MZ\IQVUMV\
aW] KW]TL IT_Ia[ \Za \W ÅVL _WZS¸MQ\PMZ
orcs and half-orcs from the Shadow Marches.
showcasing your artistic talents on stage or
Immigrants from the Lhazaar Principalities
displaying your prowess in the Burning Ring.
have settled in Warden Towers. And Smoky
<W_MZ[ PIL I [QOVQÅKIV\ +aZIV KWUU]VQ\a M^MV Join an Expedition. Scholars at Morgrave
often sponsor expeditions to Xen’drik and into
before the Last War; this has become a haven
the ruins below Sharn. Cyran nobles in Smoky
for Cyrans wealthy enough to avoid the refugee
Towers look for brave souls to venture into the
camps of High Walls. This results in a diverse
Mournland to reclaim lost treasures.
array of cuisine, entertainment, and services
Cultural Exchange. Den’iyas brings a touch
drawing on the traditions of these places.
WN BQTIZOW \W ;PIZV AW] UQOP\ ÅVL I KTI_NWW\
The Everbright district may be of particular
raptor running down the streets in Little Plains,
interest to adventurers. This is a hub for mystical
or a Gatekeeper druid casting bones on Cassan
goods and services. There’s a wide assortment of
Bridge.
magewrights, and the shops have a good selection
of common and uncommon magic items. With

136 CHAPTER 6 | MENTHIS PLATEAU QUARTER

NORTHEDGE QUARTER LOWER NORTHEDGE

?PQTM XWWZ 4W_MZ 6WZ\PMLOM Q[ I [QOVQÅKIV\ [\MX
<PM ZM[QLMV\QIT IZMI Q[ \PM Y]QM\M[\ Y]IZ\MZ WN
;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
they don’t like it coming to their doorstep. North
real estate. On the other hand, you never know
_PMV \PQ[ KPIZUQVO IVL QVVWK]W][ Y]IZ\MZ KW]TL Market is one of the largest markets in Sharn,
though it specializes in simple, everyday goods.
be hiding a nefarious cult or devilish plot!
The Stoneyard LQ[\ZQK\ PI[ I [QOVQÅKIV\ [PQN\MZ
population; the Rat’s Nest is a tavern catering to
UPPER NORTHEDGE 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
Settle Down. If you’re looking for a place
most of the elves of Sharn. In particular, the
to live in Sharn, Lower Northedge combines
district of Shae Lias is a bastion of Aereni culture
ZMI[WVIJTM Y]ITQ\a IVL XZQKM _Q\P UWZM [MK]ZQ\a
and traditions. The heart of Shae Lias is Gates
than Lower Dura.
of Passage, which serves as the Aereni embassy
Die in Style. The elves of Shae Lias are
and a temple to the Undying Court. The Oaks is
experts in funerary customs and embalming. In
WVM WN \PM ÅVM[\ ZM[\I]ZIV\[ Q[ ;PIZV IZQ[\WKZI\QK
Y]ITQ\a° I\ IZQ[\WKZI\QK XZQKM[ <PM >MQT WN addition, Mayne Jhaelian of the Gates of Passage
is one of the few people in Sharn capable of
Flesh specializes in body art, both traditional
raising the dead.
tattoos and temporary illusions woved directly
Find a Patron. There are many eccentric
into the skin.
nobles in Upper Northedge. A patron of the arts
could take an interest in the career of a bard
MIDDLE NORTHEDGE or entertainer. A collector might keep capable
adventurers on retainer with the understanding
This ward caters to the middle class of Sharn, that they’ll deliver any Dhakaani artifacts they
with a wide range of comfortable housing. come across in their travels. You never know
Dwarves make up the majority of the population, _PI\ JMVMÅ\[ I XI\ZWV _QTT XZW^QLM# I\ \PM TMI[\
especially in the district of Holdfast. In contrast they can give you an introduction to high society.
to Highhold in Upper Dura, the dwarves of
Holdfast have deep roots in Sharn and feel
no strong connection to the Mror Holds or its
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

• 1VPIJQ\IV\[ U][\ LZM[[ ¹QV I UIVVMZ
TAVICK’S LANDING QUARTER that upholds the solemn dignity of this
XZW]L _IZL º *TILMUIZS[ IVL WٻKMZ[ WN
If you come to Sharn by land or air, you’ll enter
\PM KQ\a \PZW]OP <I^QKS¼[ 4IVLQVO <PM Y]IZ\MZ the Watch can choose how to interpret
this. Typically, armor is considered
took on a martial aspect during the Last War,
inappropriate unless you’re tied to House
and this can still be felt today. On the positive
Deneith, the Sharn Watch, or you’ve served
side, the Watch Commander Iyanna ir’Talan has
OWVM \W OZMI\ MٺWZ\[ \W X]ZOM KWZZ]X\QWV QV \PM with the Brelish military. Anyone held to be
in contempt of this law is escorted out.
local garrisons of the Sharn Watch; this is one of
the few districts where the Watch is both helpful • )Va [WZ\ WN ]VZ]Ta JMPI^QWZ¸ÅOP\QVO
and competent. On the downside, citizens of any [PW]\QVO QV \PM [\ZMM\[ M\K¸MIZV[ I ÅVM WN
nation that fought against Breland during the up to 5 gp and temporary expulsion from
war may be greeted with suspicion or hostility. the ward.
For those willing to put up with these restrictions,
=XXMZ <I^QKS¼[ 4IVLQVO PI[ UIVa ÅVM NMI\]ZM[
UPPER TAVICK’S LANDING Wyredd’s Spirits is the best source for wine in

<PQ[ _IZL Q[ MٺMK\Q^MTa I [MTN KWV\IQVML KQ\a Sharn. The Crystals of Denion buys and sell rare
KI\MZQVO \W \PM VWJTM[ \PI\ TQ^M \PMZM 1\ PI[ ÅVM magic items, though it only has a handful of such
housing, skilled services, a luxurious mercantile items at any given time; it also sells expensive
magical works of art. Transmutation is the name
district, and even an entire district—Sunrise—
devoted to the servants of the nobles. Services of a renowned beauty salon. House Deneith
UIQV\IQV[ I NWZ\QÅML OIZZQ[WV IVL \ZIQVQVO NIKQTQ\a
and lodging in Sunrise are poor to modest, as
opposed to the wealthy to aristocratic goods in the Copper Arch district. To get licenses for
found elsewhere in the district. During the war, weapons or spellcasting, you’ll have to go to the
courthouse in the Twelve Pillars district.
fears of attacks by foreign agents resulted in the
M[\IJTQ[PUMV\ WN I V]UJMZ WN TI_[ \PI\ IٺMK\
adventurers.
• The soldiers of House Deneith have full MIDDLE TAVICK’S LANDING
authority to act as agents of the Sharn In contrast to the upper ward, Middle Tavick’s
Watch within Upper Tavick’s Landing, Landing welcomes travelers and tourists. There’s
and a hundred elite Blademark mercenaries a host of lively taverns and excellent inns.
maintain checkpoints at the district’s edges. 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 +TQٺ\WX LQ[\ZQK\ WN =XXMZ ,]ZI 4QSM
clerk; it’s generally understood that this is +TQٺ\WX 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 +TQٺ\WX
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
\PM [XMTT[ aW] _Q[P \W KI[\ ) ÅVM KIV JM culture that predate the Last War, and Slogar’s
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
these ruins, and for this reason King Galifar I
the city, but here are additional regions that you
had all passages to this undercity sealed with
may wish to explore during your time in Sharn.
gates of metal and magic. These portals remain
sealed today, and it’s illegal to tamper with them.
SKYWAY But it’s generally assumed that there may be
many treasures hidden in the ruins of Old Sharn,
<PMZM IZM I V]UJMZ WN ÆWI\QVO \W_MZ[ WZJQ\QVO along with untold secrets of the past.
the upper wards of Sharn, but these are dwarfed
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[
The Cogs lie deep below Sharn, below
Skyway holds the estates of the wealthiest people
the sewers and even beyond the Depths.
in Khorvaire—nobles whose feet need never
Incorporating natural tunnels and ancient goblin
touch the ground. Skyway contains a host of
IZQ[\WKZI\QK JW]\QY]M[ IVL ZM[\I]ZIV\[ ITWVO _Q\P Z]QV[ ;\ZMIU[ WN .MZVQIV TI^I ÆW_ JMVMI\P
Sharn, and over the centuries House Cannith
astonishing mansions. Chief among these is Tain
has helped Breland establish vast foundries
Manor, home to most powerful family in Sharn.
that tap this mystic resource. Ashblack and
+MTaZQI QZ¼<IQV Q[ \PM Y]MMV WN PQOP [WKQM\a ;PM
Blackbones are industrial districts, largely
holds a ball at the manor each month, and the
guest list at the Tain Gala LMÅVM[ \PM [WKQIT WZLMZ inhabited by warforged laborers and miserable
workers of other races. It’s said that House
in the city. If you need to mingle with celebrities,
ÅVL I _Ia \W _ZIVOTM IV QV^Q\I\QWV \W \PM <IQV Cannith maintains a massive forgehold in the
depths, and that this is where Baron Merrix
/ITI )VL QN aW]¼ZM TWWSQVO \W X]TT Wٺ I PMQ[\ WV
d’Cannith conducts his arcane experiments.
some of the richest people in Eberron, Skyway is
In addition, The Red Hammer is Sharn’s only
the place to start.
\I^MZV KI\MZQVO [XMKQÅKITTa \W _IZNWZOML
Beyond Ashblack and Blackbones lies
CLIFFSIDE Khyber’s Gate, a maze of tunnels and
tenements carved into the stone. The Sharn
This small ward contains the docks of Sharn. Watch has no presence in Khyber’s Gate,
Cargo is hoisted up to the city with magical and the closest thing to an authority is the
cranes, and people take levitating lifts. All criminal organization known as Daask. Many
\ZIٻK QV\W ;PIZV XI[[M[ \PZW]OP \PM LQ[\ZQK\ WN of the inhabitants of the Gate are goblins and
8ZMKIZQW][ QV 4W_MZ ,]ZI IVL +TQٺ[QLM PI[ immigrants from Droaam, but it’s also home to
much in common with Lower Dura. It’s rough fugitives and other desperate people. You can
IVL XWWZ ÅTTML _Q\P [IQTWZ[ IVL LWKS_WZSMZ[ 7V ÅVL UIL K]T\Q[\[ ]VLMIL IVL M^MV LMUWV[
\PM W\PMZ PIVL [WUM XMWXTM [_MIZ \PI\ +TQٺ[QLM along with a handful of hermits and visionaries
PI[ \PM ÅVM[\ \I^MZV[ QV ;PIZV seeking to escape the city above. Shamukaar is
the most successful tavern in Khyber’s Gate. This
bar is a safe haven for all within it, regardless of
THE DEPTHS species or politics; once you make it through the
door, you can breathe easy.
Sharn was built on the foundations of an older
city, which was itself built atop goblin ruins.
This old city was destroyed by dark magic—



140 CHAPTER 6 | SHARN: ABOVE AND BELOW

The Day of Mourning (20 Olarune). The
THINGS TO DO IN SHARN nation of Cyre was destroyed four years ago
on the Day of Mourning. While the Mourning
Sharn is the largest and most cosmopolitan city
had an impact on everyone in Khorvaire, this
in Khorvaire. Covering all the things that you
KW]TL LW QV ;PIZV KW]TL ÅTT IV MV\QZM JWWS IVL day is especially important for Cyran survivors.
It is a time when Cyrans come together to
does, as covered in the Appendix!). But here’s
remember their lost kingdom. Some tell stories
a few things you might want to do during your
or sing traditional songs, ensuring their culture
time in Sharn.
isn’t forgotten. Others seethe with anger at the
enemies who brought Cyre to this place, and it
CELEBRATE can be a time for riots or violence.
Fathen’s Fall (25 Barrakas) commemorates a
There’s always a celebration in Sharn, whether priest of the Silver Flame martyred while exposing
it’s a parade in a single district or a festival across hidden lycanthropes in Sharn. It is a time when
the entire city. Here’s a few to put on your followers of the Flame come together, but often
calendar. causes tensions with the shifter community.
The Ascension (1 Sypheros). A celebration of The Hunt (4 Barrakas). In honor of the
\PM [IKZQÅKM WN <QZI 5QZWV _PW OI^M PMZ TQNM \W ;W^MZMQOV *ITQVWZ I ÅMZKM JMI[\ Q[ JZW]OP\ \W
serve as the Voice of the Silver Flame. There are the city and released into an isolated section of
services at all Silver Flame churches and shrines, the Depths. Anyone can participate in the Hunt
IVL \PM NIQ\PN]T IZM MVKW]ZIOML \W ÅVL [WUM _Ia by making a donation of 5 gp; the hunter (or
to help their communities. hunting party) who brings down the beast wins a
Aureon’s Crown (26 Dravago). A celebration purse of 500 gp and the blessing of Balinor. The
of knowledge. Elders share their knowledge Hunt can vary; some years multiple beasts are
with the young. Morgrave University holds its released and the hunter who catches the most of
graduate services on this day, and there are them is marked as the victor. Often, though, the
public lectures at the Great Hall of Aureon in other hunters are a greater threat than the beast!
Upper Menthis. Long Shadows (26-28 Vult). It’s said that the
Boldrei’s Feast (9 Rhaan) is a celebration of power of the Shadow—sinister deity of the Dark
community. There are gatherings across the city, Six—is at its height on these three nights. Wise
and the wealthy compete to throw the grandest people spend these nights indoors with friends,
parties. 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\[ The Race of Eight Winds (23 Lharvion)
wrestling matches, archery contests, and other is an aerial race that takes place around Dura
tests of strength and skill. This culminates with a Quarter. See the sidebar for more information.
grand contest of champions at the Cornerstone in Sun’s Blessing (15 Therendor). The festival
Middle Tavick’s Landing. of Dol Arrah, this is a day of peace and a time
Crystalfall (9 Olarune). During the Last War, NWZ MVMUQM[ \W ÅVL I XMIKMN]T ZM[WT]\QWV \W \PMQZ
[IJW\M]Z[ KI][ML I ÆWI\QVO \W_MZ \W NITT QV\W KWVÆQK\[ 1\¼[ WVM WN \PM [INM[\ LIa[ QV \PM KQ\a
Lower Dura. This devastation can still be seen The Tain Gala (First Far of each month). The
today in the district now known as Fallen. On ir’Tains are the richest and most powerful family
9 Olarune, people gather to commemorate this in Sharn. Each month, Celyria ir’Tain holds a
tragedy. There’s a tradition of crafting elaborate JITT I\ PMZ ;Sa_Ia UIV[QWV <PM O]M[\ TQ[\ LMÅVM[
ice sculptures and throwing them into the Dagger the social order of the city; those families with
River. 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
Thronehold (11 Aryth) is the day that the the city; you can mail a letter for 1 cp. Hiring
<ZMI\a WN <PZWVMPWTL WٻKQITTa MVLML \PM 4I[\ a courier generally costs between 5 cp to 5 gp,
War. This year (998 YK) is only the third time depending on the size of the package and where
this event has been celebrated, and the Lord aW] VMML Q\ LMTQ^MZML AW] KIV ÅVL ;Q^Q[ UM[[IOM
Mayor of Sharn has promised a truly epic festival. stations in every upper and middle ward, and if
Wildnight (18-19 Sypheros). Supposedly the you absolutely have to get a message to someone
Fury—Sovereign of Passion and Madness— instantly, the Sivis enclave in Dragon Towers
reaches the height of her power on this night. (Middle Central) can perform sending for 200 gp.
Emotions run high and impulse control runs House Tharashk has brought a new innovation
low. Shy and superstitious folk stay indoors, to message delivery in Sharn: gargoyles.
while others see it as a time to cast aside all Tharashk has licensed a score of gargoyles, and
QVPQJQ\QWV[ <PM [\ZMM\[ ÅTT _Q\P ZI]KW][ ZM^MTZa \PM[M ÆaQVO KW]ZQMZ[ IZM I Y]QKS _Ia \W OM\ I
and wild celebrations stretch into the night… message across the city. If you spot a gargoyle
though riots, brawls, and other crimes are all aW] KIV ÆIO Q\ LW_V IVL Q\ KW[\[ OX \W LMTQ^MZ I
too common on Wildnight. letter or small package.



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

/HJHQGV VD\ .LQJ *DOLIDU ,, XVHG 'XUD DV D
SURYLQJ JURXQG IRU DHULDO FDYDOU\ 2YHU WKH Sharn is the City of Towers, but it’s also a city of
FHQWXULHV WKLV HYROYHG LQWR WKH VSRUWLQJ HYHQW bridges and balconies. These can be extremely
NQRZQ DV WKH 5DFH RI (LJKW :LQGV 'XUD narrow or remarkably wide. There are entire
LV GLYLGHG LQWR HLJKW UHJLRQV IRU WKH UDFH districts largely spread across vast bridges. While
HDFK RI ZKLFK LV UHSUHVHQWHG E\ D SDUWLFXODU there are walls and rails on most bridges, there’s
FUHDWXUH 7KH EHDVWV RI /RZHU 'XUD LQFOXGH always the chance that your time in Sharn will
WKH *DUJR\OH WKH *OLGHZLQJ DQG WKH *ULIIRQ end with someone going over the edge. So, what
0LGGOH 'XUD ÀHOGV WKH 2ZO WKH +DZN does that mean?
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?
7KH UDFH WDNHV SODFH RQ WKH UG GD\ RI Don’t panic! Because of the maze of bridges and
/KDUYLRQ EXW WKH LQKDELWDQWV RI 'XUD DUH spans connecting the towers, there’s an excellent
GHYRWHG WR WKH HYHQW 3UHSDUDWLRQV DQG
GHEDWHV DUH RQJRLQJ WKURXJKRXW WKH \HDU chance that you won’t fall more than a hundred
DQG DV WKH UDFH JURZV FORVHU WKHUH DUH feet before hitting a lower bridge. While this
IHDVWV SDUDGHV DQG HYHU PRUH VHULRXV may seem like small comfort, the major bridges
DUJXPHQWV EHWZHHQ WKH SHRSOH RI GLIIHUHQW in the upper and middle wards are enchanted
GLVWULFWV 7KH UDFH LV DQ HDV\ WRSLF RI with feather fall enchantments that trigger
FRQYHUVDWLRQ ZLWK DQ\RQH IURP 'XUD EXW automatically… keeping you from crushing an
SURIHVVLQJ VXSSRUW IRU WKH ZURQJ EHDVW FDQ innocent passerby in your fall.
EH D GDQJHURXV WKLQJ Of course, there are many things that could

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 zŽƵ ĨĂůů ŚƵŶĚƌĞĚƐ ŽĨ ĨĞĞƚ ďĞĨŽƌĞ
ƐƚƌŝŬŝŶŐ ƚŚĞ ŐƌŽƵŶĚ Ăƚ ƚŚĞ ďĂƐĞ ŽĨ
ƚŚĞ ƚŽǁĞƌƐ͘
2 zŽƵ ĨĂůů ϯĚϲdžϭϬ ĨĞĞƚ ďĞĨŽƌĞ ƐƚƌŝŬŝŶŐ
Ă ďƌŝĚŐĞ͘ ŵĂũŽƌ ďƌŝĚŐĞ ŝŶ ĂŶ ƵƉƉĞƌ
Žƌ ŵŝĚĚůĞ ǁĂƌĚ ǁŝůů ŚĂǀĞ Ă ĨĞĂƚŚĞƌ
ĨĂůů ĞŶĐŚĂŶƚŵĞŶƚ͕ ŽƚŚĞƌǁŝƐĞ ŝƚ͛Ɛ
ŐŽŝŶŐ ƚŽ ďĞ Ă ŚĂƌĚ ůĂŶĚŝŶŐ͘
3 zŽƵ ĨĂůů ϮĚϰdžϭϬ ĨĞĞƚ ĂŶĚ ůĂŶĚ ŝŶ Ă
ƉĂƐƐŝŶŐ ƐŬLJĐŽĂĐŚ͘ Ž LJŽƵ ĐƌƵƐŚ ĂŶ
ŝŶŶŽĐĞŶƚ ƉĂƐƐĞŶŐĞƌ͍
4 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
ϱ zŽƵ ĨĂůů ƉĂƐƚ Ă ŚŝƉƉŽŐƌŝīͶŵĂŬĞ Ă
ĞdžƚĞƌŝƚLJ ; ĐƌŽďĂƟĐƐͿ ĐŚĞĐŬ ; ϭϱͿ
ƚŽ ĐĂƚĐŚ ŝƚƐ ůĞŐ͊
ϲ ŐŝĂŶƚ Žǁů ĐĂƚĐŚĞƐ LJŽƵ͙ ĂŶĚ
ƚŚƌĞĂƚĞŶƐ ƚŽ ĚƌŽƉ LJŽƵ ŝĨ ŝƚ ĚŽĞƐŶ͛ƚ
ŐĞƚ Ă ƌĞǁĂƌĚ͘

7 zŽƵ ĐĂŶ ŇLJ͊ ĐƚƵĂůůLJ͕ Ă ŶĞĂƌďLJ
ŵĂŐĞǁƌŝŐŚƚ ĐĂƐƚ feather fall to save
LJŽƵ͕ ďƵƚ ĨŽƌ Ă ŵŽŵĞŶƚ ŝƚ ĨĞĞůƐ ůŝŬĞ
LJŽƵ ĐĂŶ ŇLJ͘
8 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
9 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
ϭϬ 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


• … is the oldest and most powerful criminal
IN SHARN organization in Sharn.

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

























144 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN
N
N
N
N
N
N
N
N
N
N
N
S
HAR

DAASK HOUSE TARKANAN

• … is led by monsters from Droaam. • … is a small, elite force of thieves-for-hire

• … is based in the Cogs but has been and assassins.
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
Formed by monstrous immigrants from Droaam, war.
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 The organization takes its name from Halas
medusas. Daask doesn’t have the connections or Tarkanan, an aberrant-marked leader who
infrastructure of the Boromar Clan, but the sheer fought against the dragonmarked houses
physical force it can bring to bear is impressive. 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 While anyone can have a contact with the
Daask gives you allies in the undercity and few House, you must have an aberrant dragonmark
restrictions. But it sets you against the Boromar to join it. House Tarkanan remains neutral in the
Clan and makes you complicit in Daask’s KWVÆQK\ JM\_MMV \PM KZQUMTWZL[ IVL _WV¼\ IKKMX\
increasing aggression. contracts against gang leaders.



































CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN 145

THE TYRANTS OTHERS

The four organizations mentioned here are the
• … include members of all races, but
ones people have heard of. The Boromar Clan
primarily changelings and doppelgangers.
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
• … remain neutral in the Boromar-Daask them. Daask and House Tarkanan have both
KWVÆQK\ appeared within the last decade, but both are

The Tyrants are forgers and grifters, specialists known to anyone who’s spent much time in the
QV LMKMX\QWV IVL \PM IKY]Q[Q\QWV WN QVNWZUI\QWV lower wards.
The majority of the Tyrants are changelings, who These are the major players in Sharn’s
underworld, but there’s a host of minor players.
use their shapeshifting abilities to fool marks and
IKY]QZM [MKZM\[ <PMZM IZM UIOM_ZQOP\[ IUWVO Both the Boromar Clan and Daask support
the Tyrants who can permanently alter your a number of smaller gangs and criminal
appearance. So, the Tyrants can steal someone’s organizations, and it may not be immediately
identity, but they can also provide a fugitive with obvious who a gang is working with. And there’s
always new people looking for opportunities,
a new life.
The Tyrants are an enigmatic organization. who haven’t yet been noticed by the Boromars.
They act to protect the changelings of Tavick’s So, this is a partial list. Don’t assume you know
Landing and they pursue schemes that generate everything about crime.
XZWÅ\[ *]\ \PMa IT[W OI\PMZ [MKZM\[ \PMa UQOP\
never use and, sometimes, even provide ٛƒÃ½®½ù
I[[Q[\IVKM _PMV \PMa LWV¼\ IXXMIZ \W JMVMÅ\ NZWU
it themselves. $ SV\FKRDFWLYH OLTXLG WKDW VPHOOV DQG WDVWHV
They have an longstanding truce with the OLNH \RXU IDYRULWH EHYHUDJH HVVHQFH RI
GUHDPOLO\ LV D 6DUORQDQ RSLDWH )LUVW LPSRUWHG
Boromar Clan and remain neutral in the current
WR PDQDJH SDLQ GXULQJ WKH /DVW :DU LW·V QRZ
struggles.
WKH PRVW FRPPRQO\ DEXVHG LOOHJDO VXEVWDQFH
Having a connection with the Tyrants gives
LQ 6KDUQ 'UHDPOLO\ GHQV FDQ EH IRXQG
you access to expert forgers—and could provide
DFURVV WKH ORZHU ZDUGV
you with unexpected secrets. One of the tricky 'UHDPOLO\ FDXVHV GLVRULHQWLQJ HXSKRULD DQG
issues with the Tyrants is that many of its UHPDUNDEOH UHVLVWDQFH WR SDLQ :KLOH XQGHU
members maintain shared identities. A particular WKH HIIHFWV RI GUHDPOLO\ \RX DUH SRLVRQHG
XMZ[WVI Q[ I RWJ IVL LQٺMZMV\ KPIVOMTQVO[ UIa \RX DUH LPPXQH WR IHDU DQG WKH ÀUVW WLPH
take it on from day to day. So if you have a \RX GURS WR KLW SRLQWV ZLWKRXW EHLQJ NLOOHG
contact in the Tyrants, the contact you meet RXWULJKW \RX GURS WR KLW SRLQW LQVWHDG
seems consistent, but you may actually be $ GRVH RI GUHDPOLO\ W\SLFDOO\ FRVWV JS
[XMISQVO \W I LQٺMZMV\ KPIVOMTQVO MIKP \QUM aW] DQG WKH HIIHFWV ODVW IRU RQH KRXU +RZHYHU
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 the district? The DM should work with each
Friends and Rivals. Who do you know in

player to develop a friend or rival in the area…
Sharn holds the potential for endless adventures.
or both. A character’s background is always
The City of Towers can serve as the foundation
a good place to start. If you’re a criminal, do
of a single adventure or an entire campaign.
,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
entertainer, do you have a professional rival?
focus to the campaign—setting a tone and giving
If you’re a folk hero, did you deal with a thug
players an initial investment in the story. The
causing trouble in your favorite tavern—earning
player characters may be meeting in a tavern—
you the gratitude of the owner and the enmity of
but it’s their favorite tavern. The bard performs
the villain?
twice a week and the barbarian has a huge bar
This is a collaborative process and the goal is
tab to resolve.
<PQ[ [MK\QWV M`XTWZM[ \PZMM LQٺMZMV\ [\IZ\QVO to enhance the story, not to spoil it. You may
be friends with a Morgrave professor, but that
points.
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
OIVO KWVÆQK\ ) +ITTM[\IV KIUXIQOV Q[ I help solve one of their problems. If you’re having
trouble coming up with ideas, the DM can
dark neo-noir story.
XZWXW[M [WUM\PQVO IVL PI^M aW] ÆM[P W]\ \PM
• +TQٺ\WX in Upper Dura is a district LM\IQT[" ¹You’ve made an enemy of a Daask ogre named
catering to established adventurers. This
Brokentooth. How’d that happen?”
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 Wٺ PW]Z['
• Morgrave University is in Upper As a group, once you settle on a location, each
Menthis Plateau. This is a college for player can add one cosmetic detail about it. This
adventurers, and an opportunity to add a KW]TL QV^WT^M I [\Iٺ UMUJMZ ¹The bartender is an
little levity to your story. old dwarf named Clanky; he’s got a prosthetic arm.”).
Choosing and developing a starting point should It might be something about the food, or about
be a collaborative process between the players M^MV\[ PW[\ML I\ \PM TWKI\QWV ¹Once a week, the local
mediums hold a public seance.”). All of these ideas are
and the DM. A starting point sets a tone; if
half of the players want a light-hearted romp, subject to DM approval.
Callestan is a poor choice. You don’t have to have a starting point, and
Once you’ve agreed on a starting point, the 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
next step is to work together to develop the story.
tone—if this campaign is a movie, what kind of
This section provides details about each district,
including prominent NPCs and locations. Using movie is it?—and to give each player a personal
this as a foundation, each player should work investment in that story.
_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
could test a necrotic weapon or a new form of
The Sharn Watch won’t set foot in Callestan.
undead. A pack of wererats could take root,
Located at the base of Lower Dura, it’s been
unnoticed by the Church of the Silver Flame. It’s
abandoned by the city above. Colors are faded,
a grim truth that anything can happen here…
stones are cracked, and half the buildings should
but it’s also a great source of adventure.
be condemned. The closest thing this district has
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
A Callestan campaign combines gritty dark fortunes change, why would you stay?
You may have roots in the district. Perhaps
fantasy with the classic Western. Callestan
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
its freedom. If you’re a criminal or a charlatan,
you’re likely connected to one of the gangs and
SETTING THE TONE you appreciate the opportunity to ply your trade.
As a sage you could be engaging in research that
Callestan is a district shaped by poverty and your compatriots feel is dangerous. As an acolyte
neglect. People come to Callestan to engage you might harbor heretical beliefs.
in criminal activities: visiting dreamlily dens, A variation of this is that you’re hiding.
buying or selling stolen goods, negotiating with As a devout cleric or paladin, you may have
a Boromar lieutenant or hiring a Tarkanan made enemies of the corrupt authorities in
assassin. The thing that holds the district together the local churches. If you use the haunted one
on a daily basis is personal reputation and background, you may have seen something in
relationships. The reason no one robs the Anvil is the upper wards that has driven you into the
because people love Eranna… and because they darkness. Any character could have run afoul of
know Ilsa Boromar would hunt them down. the Sharn Watch, a powerful noble, or a sinister
Poverty is a part of a Callestan campaign. Most conspiracy; if you leave the lower wards, you may
of the people in this district have never seen have to evade this enemy.
a platinum piece, and a single gold piece has Another option is that you’ve taken on a role
considerable value. Maintaining a comfortable in the community. Your cleric is the preacher for
lifestyle can be a challenge, and an uncommon the district, trying to help these troubled people
UIOQK Q\MU Q[ I [QOVQÅKIV\ \ZMI[]ZM <PM UI\MZQIT ÅVL \PM TQOP\ AW]Z [WTLQMZ WZ NWTS PMZW [MZ^M[ I[
rewards of adventure should be lower than in \PM ]VWٻKQIT [PMZQٺ XZW\MK\QVO \PM QVVWKMV\ I[
a heroic fantasy campaign. But reputation and best you can. You might work as a ratcatcher, a
relationships are the true treasures of this style of PMITMZ WZ I XZQ^I\M QVY]Q[Q\Q^M [WT^QVO Ua[\MZQM[
campaign. If you save Ilsa Boromar, she might Callestan may be miserable, but it’s your home
give you a purse with 10 gp for your trouble… and these are your people.
but her favor may provide you with far more
protection than a set of +1 armor.
An important piece of the tone is that no one WHAT DO YOU WANT?
cares what happens to Callestan. Things can occur Once you know what you’re doing in Callestan,
here that would never happen in the upper \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?
The Anvil was once The Golden Anvil, House
Do you want to help your friends, or protect
/PITTIVLI¼[ ÆIO[PQX QVV QV ;PIZV 6W_ Q\¼[
the innocent people of the neighborhood? Are
faded and forgotten, but it still has traces of its
you seeking revenge on a powerful enemy or
former glory. There’s a few gaming tables and
organization? Are you trying to establish your
a small stage; there’s a dwarf comedian who’s
own business, or make an arcane breakthrough?
been doing the same act for sixty years. While
These can be long-term goals or general themes,
UW[\ [MZ^QKM[ IZM UWLM[\ WZ XWWZ QV Y]ITQ\a
but it’s good for both player and DM to know
there is a single comfortable room. Eranna
what motivates the characters.
d’Ghallanda runs the inn; she’s kind, honest,
and much beloved in the district. The Anvil is
THE SHAPE OF THE DISTRICT on the west side of the Bridge and is a common
hangout for Boromar allies.
The heart of Callestan is the plaza called the The Broken Mirror is an inn run by a family
Bridge <PQ[ KMV\ZIT [Y]IZM [MZ^M[ I[ IV WXMV of changelings; the theme and tone of the inn
market and speaker’s corner. It’s not on a bridge; changes every week. It’s said to have ties with the
rather, the center of the plaza contains the Tyrants, which keeps troublemakers away.
wreckage of a bridge that fell from one of the The Butcher’s is a combination butcher
higher wards. shop and bar in Eastbridge. It’s popular with
More recently, the Bridge has taken on \PM TWKIT OVWTT[ IVL Q[ \PM JM[\ XTIKM \W ÅVL
another meaning: it’s the line between Boromar Daask soldiers, though not all monsters in the
territory and the wilds. Everything to the west region have ties to Daask.
of the Bridge is still under Boromar dominion. The Crooked Cat is home to dozens of cats,
Fences, dreamlily dens, gambling holes—if it’s and this odd feature draws tourists from the
Westbridge, the Boromars take a cut and will higher wards. The proprietor is a shifter named
IK\ \W XZW\MK\ Q\ <PM PITÆQVO Ilsa Boromar Whiskers. He runs a side business as a fence,
is the local clan leader. She despises needless buying and selling unusual goods. Rumors say
cruelty but is ruthless in protecting her family’s that Whiskers is some sort of warlock or druid,
interests. Eastbridge is a blend of Boromar and that he can see through the eyes of his cats as
loyalists, Daask insurgents, refugees and veteran they wander the city.
soldiers driven here by war, even a small band of The General is a headless statue in a small
warforged. Westbridge is as safe as Callestan gets, [Y]IZM QV -I[\JZQLOM 1\¼[ P]VLZML[ WN aMIZ[ WTL
while anything goes in Eastbridge. and no one actually knows who it represents.
?M[\JZQLOM PI[ I [QOVQÅKIV\ PITÆQVO XWX]TI\QWV <PM [\I\]M ZILQI\M[ \PM MٺMK\[ WN I sanctuary spell
In Eastbridge, a group of goblins, kobolds, and within a 15-foot radius and serves as a refuge for
gnolls have taken up residence in a block of those in danger. The most destitute inhabitants of
condemned tenements known as the Kennels. the district often sleep around the General.
Aside from this, Callestan is incredibly diverse, The Silvermist Theater stands on the
and members of any race can be found here. west side of the Bridge. Like the Anvil, it’s a
Callestan is an inner district, which means ZMUVIV\ WN +ITTM[\IV¼[ OTWZa LIa[# I ÅVM \PMI\MZ
that it’s largely enclosed in one of the massive that’s a rotting shadow of its former self. The
core towers of Dura Quarter. However, it’s large current owners have grand ideas about future
enough that it extends out to the walls of the productions, but it’s the dreamlily parlor in the
tower. Many people live in or on the walls, in basement that keeps the theater open.
tenements or shops carved into the thick stone.






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




150 CHAPTER 6 | STARTING POINT: CLIFFTOP


Click to View FlipBook Version