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Published by Hunter D'Amore, 2019-12-12 18:44:22

Wayfinders Guide to Eberron

Wayfinders Guide to Eberron

THE MARK OF MAKING DRAGONMARKED CHARACTERS

“5a PW][M J]QT\ \PM UWLMZV _WZTL 7ZQMV UIa Some characters with the Mark of Making:
LZQ^M \PM TQOP\VQVO ZIQT J]\ Q\¼[ +IVVQ\P _PW Noble Wizard. Born to one of the most
J]QTL[ \PM KIZ[ IVL TIa[ \PM [\WVM[ Q\ \ZI^MT[ WV
+IVVQ\P UISM[ \PM M^MZJZQOP\ TIV\MZV[ PWTL \PM powerful families in House Cannith, you’re a
VQOP\ I\ JIa ;UQ\P KIZXMV\MZ ITKPMUQ[\¸\PM diletante who has so far squandered your arcane
JM[\ ITT KIZZa Ua [MIT ” \ZIQVQVO ?QTT aW] ÅVL X]ZXW[M QV aW]Z TQNM I[ IV
adventurer? Or will the house demand that you
— Baron Merrix d’Cannith live up to the duties of your rank?

The Mark of Making guides its bearer through +ZQUQVIT )Z\QÅKMZ Your parents were
any act of creation. The bearer of the mark can excoriated from House Cannith for engaging in
mend broken things with a touch, and always forbidden research. They died when you were
has a minor magic item they’ve been working young. You’ve never learned what they were
WV )V IZ\QÅKMZ WZ I _QbIZL _QTT OM\ \PM UW[\ W]\ working on. But you inherited their talent for
WN \PM UIZS J]\ IVaWVM KIV ÅVL I ][M NWZ IV IZ\QÅKM IVL aW]¼^M JMMV PQLQVO QV \PM [PILW_[ WN
enchanted blade. Sharn. It’s time to pursue your parents’ legacy.

HOUSE CANNITH MARK OF MAKING TRAITS

House Cannith dominates all forms of The Mark of Making only manifests on humans.
manufacturing, both mystical and mundane. These traits replace the human Ability Score
Cannith forgeholds use streamlined forms of Increase trait in the 8TIaMZ¼[ 0IVLJWWS.
production to quickly produce common goods.
Even independent artisans often learn their trade Ability Score Increase. Your Intelligence
at Cannith academies and adhere to Cannith and Dexterity scores increase by 1. Increase either
standards. The House of Making builds the tools Intelligence or Dexterity by an additional 1 point.
the other houses rely upon, and it has always
been the unspoken leader of the Twelve. Artisan’s Intuition. When you make an
ability check with artisan’s tools, roll 1d4 and add
The Last War was a time of great opportunity it to the result.
for Cannith. Every nation wanted weapons and
warforged, along with mundane arms and armor. Maker’s Gift. You know the cantrip UMVLQVO
The war raised the house up, and then tore it IVL OIQV XZWÅKQMVKa _Q\P WVM \aXM WN IZ\Q[IV¼[
down. House Cannith was based in Cyre, and tools.
the Mourning destroyed the house leadership
IVL SMa NIKQTQ\QM[ 6W_ \PZMM JIZWV[ RWKSMa \W ÅTT Magecraft. You can create a temporary magic
the leadership vacuum: the alchemist Jorlanna of item out of common materials. Choose a cantrip
Fairhaven, weaponsmith Zorlan of Korth, and from the wizard spell list. Describe the item
warforged innovator Merrix of Sharn. It remains connected to it. As long as you possess the item,
to be seen whether one of these leaders will unite you know that cantrip. At the end of a long rest,
the house, or if it will shatter under the strain. you can replace it with a new item and select a
If you’re an heir of House Cannith, you should new cantrip from the wizard spell list. Intelligence
decide which of these barons you serve—or if you is your spellcasting ability for these cantrips.
have other ideas about the future of the house.
Spellsmith. You can spend one minute
to weave a temporary enchantment into a
nonmagical suit of armor or weapon. For the
next hour the object becomes a magic item,
gaining a +1 bonus to AC if it is armor or a +1
bonus to hit and damage if it is a weapon. Once
you use this trait, you can’t use it again until you
ÅVQ[P I TWVO ZM[\

CHAPTER 4 | THE MARK OF MAKING 101

THE MARK OF PASSAGE DRAGONMARKED CHARACTERS

“?M OM\ \PQVO[ _PMZM \PMa VMML \W OW 1\ LWM[V¼\ Here are examples of characters who carry the
UI\\MZ QN Q\¼[ I TM\\MZ I XMZ[WV WZ I P]VLZML \WV[ WN Mark of Passage.
[\MMT ?PM\PMZ _M PI^M \W KZW[[ UW]V\IQV[ ZQ^MZ[
WZ \PM 5W]ZVTIVL Q\[MTN 7ZQMV ÅVL[ I _Ia ” Outlander Ranger. You’re a courier who
specializes in dangerous deliveries to exotic
— Bali d’Orien, veteran courier locations. Your assignments take you into the
wilds, the Mournland, and worse. Hopefully you
The Mark of Passage governs motion, allowing have a team of capable friends!
its bearer to move with uncanny speed and
precision. Running, leaping, climbing—the Mark Rogue Urchin. You grew up as a foundling
of Passage enhances every form of movement. in the worst slums of Sharn. For you, the city
The bearer of the mark can even slip through is a vast vertical jungle, and you love climbing
space, leaping from point to point in the blink of towers and leaping between bridges. You value
an eye. friendship and freedom. You’re more interested
in having fun and helping your companions than
HOUSE ORIEN QV RWQVQVO ]X _Q\P [WUM [\]‫ٺ‬a PW][M

The House of Passage manages land MARK OF PASSAGE TRAITS
transportation. The Lightning Rail is the house’s
most dramatic tool, but Orien runs caravans The Mark of Passage only manifests on humans.
and coaches across the length of Khorvaire. These traits replace the human Ability Score
Dragonshard focus items ensure that the fastest Increase trait given in the 8TIaMZ¼[ 0IVLJWWS.
vehicles are those driven by heirs with the Mark
of Passage, but the house also licenses unmarked Ability Score Increase. Your Dexterity
teamsters. The Courier’s Guild of House Orien score increases by 2 and one other ability score of
delivers mail and packages and has a branch that your choice increases by 1.
handles more covert and dangerous deliveries.
Courier’s Speed. Your base walking speed
Orien has dominated transportation for increases to 40 ft.
centuries, but now the house is facing challenges.
The Mournland is a dramatic obstacle for Intuitive Motion. When you make a
ground transportation, and the expanding role Strength (Athletics) check or any ability check
of Lyrandar airships threatens Orien’s business. to operate or maintain a land vehicle, you can
Long distance teleportation is a service only the roll one Intuition die, a d4, and add the number
strongest Orien heirs can provide. Now Orien, rolled to the ability check.
seeking to expand its use of teleportation, is
_WZSQVO _Q\P +IVVQ\P \W ÅVL _Ia[ \W ]VTWKS Determined Stride. When you use the Dash
and enhance this ultimate gift of the Mark IK\QWV LQ‫ٻ‬K]T\ \MZZIQV LWM[V¼\ KW[\ aW] M`\ZI
of Making. Orien heirs may be caught up in movement on that turn.
these experiments or in the rivalry with House
Lyrandar, or they may stay close to the ground Shared Passage. As a bonus action you can
and just keep moving. teleport a distance up to your walking speed,
ending in an unoccupied space that you can
see. You can bring one willing creature of your
size or smaller who is carrying gear up to its
carrying capacity. The creature must be within
5 feet of you when you use this trait. Once you
use this trait, you can’t use it again until you
ÅVQ[P I TWVO ZM[\

102 CHAPTER 4 | THE MARK OF PASSAGE

THE MARK OF SCRIBING DRAGONMARKED CHARACTERS

“+WUU]VQKI\QWV Q[ \PM NW]VLI\QWV WN KQ^QTQbI\QWV ” Here are examples of characters who carry the
Mark of Scribing.
— Lysse Lorridan d’Sivis,
House Matriarch House Agent Bard. The Draconic Prophecy
is one of the greatest mysteries of all. You’re an
The Mark of Scribing deals with observer tasked to keep your eyes open for any
communication—both the written and spoken sort of manifestation of the Prophecy. You are
word. A gnome who bears the mark can feel part detective, part spy. Always keep your eyes
words as though they are living creatures, open for leads and see where they take you.
struggling to make their meaning known. The
mark provides a range of gifts. It translates Sage Wizard. You started out as a scribe
languages, but it also allows its bearer to and discovered a talent for arcane magic and a
communicate with others at a distance. love of history. You’re eager to explore ancient
ruins and lost civilizations, and you’re especially
HOUSE SIVIS interested in uncovering old records, spellbooks,
and ancient lore.
The gnomes of House Sivis facilitate
communication. This is seen most literally in Hermit Warlock (Great Old One). The
[XMISQVO [\WVM[, magic items allowing a Sivis heir Mark of Making allows you to read the code of
to send a short message to another speaking reality itself, to understand voices no one else can
stone; House Sivis’s network of message stations hear. You have no interest in the business of your
is the backbone of long-distance communication. house; you are on a grander quest, unraveling a
But Sivis also trains and licenses scribes, secret that lesser minds can’t comprehend. Your
notaries, interpreters, cartographers, barristers, patron could be a daelkyr or your mark may
heralds, bookbinders and more. House Sivis truly be connecting you to some primordial force.
has an especially close relationship with House
Kundarak, as Kundarak letters of credit must be MARK OF SCRIBING TRAITS
notarized with a Sivis arcane mark.
The Mark of Scribing manifests exclusively
House Sivis has taken great pains to maintain on gnomes. If your character has the Mark of
the trust of its clients and takes a position of Scribing, this is your gnome subrace.
absolute neutrality in all disputes, whether
between houses or nations. Gnomes have a Ability Score Increase. Your Charisma
VI\]ZIT TW^M WN QV\ZQO]M IVL \PM LQ‫ٺ‬MZMV\ NIUQTQM[ score increases by 1.
within the house often engage in subtle schemes
and feuds, but these are never allowed to Gifted Scribe. AW] IZM XZWÅKQMV\ _Q\P
threaten the house as a whole. Sivis gnomes are calligrapher’s supplies and forgery kits. When
typically friendly, curious, and engaging; but that you make an ability check using either one of
kindly exterior may conceal a scheming mind. these tools, you can roll one Intuition die, a d4,
and add the number rolled to the ability check.

Scribe’s Insight. You can cast KWUXZMPMVL
TIVO]IOM[ once with this trait and you regain
\PM IJQTQ\a \W LW [W _PMV aW] ÅVQ[P I TWVO ZM[\
Intelligence is your spellcasting ability for it.

Whispering Wind. You know the cantrip
UM[[IOM. Intelligence is your spellcasting ability
when casting it.

Extra Language. You can speak, read, and
write one extra language of your choice.

CHAPTER 4 | THE MARK OF SCRIBING 103

THE MARK OF SENTINEL DRAGONMARKED CHARACTERS

“8ZW\MK\QWV Q[ Ua X]ZXW[M 1 LMNMVL \PM QVVWKMV\ Some examples of characters with this mark:
NZWU \PW[M _PW _W]TL LW \PMU PIZU .WZ Ua Paladin Soldier. You’re a Sentinel Marshal,
[QJTQVO[ \PQ[ Q[ I RWJ# NWZ UM Q\¼[ I KITTQVO ”
and you feel a divine calling to the cause of
— Harric d’Deneith, justice. You may follow Dol Arrah or the Silver
Sentinel Marshal .TIUM J]\ aW]Z XITILQV IJQTQ\QM[ KW]TL ZMÆMK\
the powers of your mark and your devotion
The Mark of Sentinel warns and protects. It \W R][\QKM Q\[MTN AW]Z ¹UQTQ\IZa ZIVSº JMVMÅ\
PMQOP\MV[ [MV[M[ IVL ZMÆM`M[ ITTW_QVO IV PMQZ ZMÆMK\[ aW]Z I]\PWZQ\a I[ I ;MV\QVMT 5IZ[PIT
to respond to threats with uncanny speed. It can and will be recognized by law enforcement as
shield its bearer from harm. Whether on the opposed to soldiers.
JI\\TMÅMTL WZ \PM JITTZWWU [WUMWVM _PW KIZZQM[
the Mark of Sentinel is prepared for danger. Monk Entertainer. You love being in the
thick of battle, but you’ve never had an interesting
HOUSE DENEITH in being a mercenary. Instead, you found your
path as a gladiator. You draw your Ki through
House Deneith was born in Karrnath, and war aW]Z UIZS MVPIVKQVO aW]Z ZMÆM`M[ IVL [XMML
ÆW_[ QV Q\[ ^MQV[ .WZ KMV\]ZQM[ \PM *TILMUIZS[ You love life in the arena and the fans love you,
Guild of House Deneith has governed the J]\ XMZPIX[ Q\¼[ \QUM \W ÅVL I OZMI\MZ X]ZXW[M
mercenary trade. While warriors with the
Mark of Sentinel are among its most elite MARK OF SENTINEL TRAITS
forces, House Deneith brokers the services of
a wide range of soldiers, including Valenar The Mark of Sentinel only manifests on humans.
warbands and the goblins of Droaam. Beyond These traits replace the human Ability Score
\PM JI\\TMÅMTL \PM ,MNMVLMZ¼[ /]QTL XZW^QLM[ Increase trait given in the 8TIaMZ¼[ 0IVLJWWS.
M`KMX\QWVIT JWLaO]IZL[ NWZ \PW[M _PW KIV I‫ٺ‬WZL
their services. House Deneith is also renowned Ability Score Increase. Your Strength and
for its Sentinel Marshals, agents that hold the Wisdom scores both increase by 1. In addition,
authority to pursue criminals and enforce the one ability score of your choice increases by 1.
law across the length of Khorvaire. The Sentinel
Marshals hold the honor of the house in their Sentinel’s Intuition. When you roll for
hands. Being a Marshal is a privilege, and it Initiative or make a Wisdom (Perception) check
comes with high expectations. to notice a threat, you can roll one Intuition die, a
d4, and add it to the ability check.
The dragonmarked houses aren’t allowed to
own land or hold noble titles. House Deneith Sentinel’s Shield. You know the cantrip JTILM
has always abided by these edicts, maintaining _IZL You can cast [PQMTL once with this trait and
absolute neutrality and selling its services to all ZMOIQV \PM IJQTQ\a \W LW [W IN\MZ aW] ÅVQ[P I [PWZ\
[QLM[ WN I KWVÆQK\ 0W_M^MZ \PMZM¼[ I NIK\QWV \PI\ or long rest.
feels that Deneith should use its power for its own
purposes, not just in the service of others. House Vigilant Guardian. As an action, you can
Deneith is also caught in an escalating rivalry designate an ally you can see as your ward.
with House Tharashk, which is edging into the You have advantage on Wisdom (Insight) and
mercenary trade. Wisdom (Perception) checks made to spot threats
to your ward. In addition, when you are within 5
feet of your ward, and that creature is the target
of an attack that you can see, you can use your
reaction to swap places with your ward. When
you do, you become the target of the attack.

104 CHAPTER 4 | THE MARK OF SENTINEL

THE MARK OF SHADOW DRAGONMARKED CHARACTERS

“<PM QTT][QWV[ \PI\ 1 _MI^M LIbbTM IVL LMKMQ^M Here are a few examples of characters who carry
;WUM\QUM[ \PI\ LMKMX\QWV MI[M[ aW]Z J]ZLMV[ the Mark of Shadow.
TM\\QVO aW] NWZOM\ aW]Z \ZW]JTM[ NWZ I UWUMV\ *]\
1 KIV IT[W MI[M aW]Z J]ZLMV[ Ja MVLQVO aW]Z TQNM ” House Agent Rogue. You’re a young
agent in House Thuranni. You’ve studied the
— Lady Elara d’Thuranni, performing arts, but you’re far more interested
shadow dancer in the darker side of the house. At the moment
you’re building your skills and reputation as an
The Mark of Shadows lets an elf weave illusions observer and investigator, but once you prove
from shadows, crafting sounds and images to yourself you hope you’ll get to be a player in the
distract or delight. The mark also allows its shadow war.
bearer to draw on the shadows, making it an
easy matter to avoid detection or even disappear Bard Entertainer. You’re a rising star. Your
while in plain sight. It is a valuable tool for an performances have already earned you a name
entertainer, a spy, or an assassin. across the Five Nations, and your fame will surely
only increase as you develop your talents. The
THE HOUSES OF SHADOW house has helped with your career, and they’ve
dropped hints to see if you want to get involved
The elves have carried the Mark of Shadow for in the other side of the house, but at the moment
thousands of years. The families that carry the you’re just in this for the music.
UIZS TMN\ )MZMVIT IN\MZ \PM KWVÆQK\ \PI\ _QXML
out the Mark of Death and established House MARK OF SHADOW TRAITS
8PQIZTIV QV 3PWZ^IQZM <PM[M MT^M[ IZM \PM ÅVM[\
entertainers in the land, giving them access to all The Mark of Shadow only manifests on elves. If
manner of places and secrets. But the elves do your character has the Mark of Shadow, this is
more than entertain. There has always been an their elf subrace.
elite force of spies and assassins within the house.
Common folk know nothing of this. Only special Ability Score Increase. Your Charisma
clients—powerful nobles, merchant lords, and the score increases by 1.
like—have access to these shadow-marked spies.
Natural Talent. AW] OIQV XZWÅKQMVKa _Q\P
Toward the end of the Last War, a bitter feud one musical instrument or the Performance skill.
broke out between the major families of the
house. Known as the Shadow Schism, it resulted Gift of the Shadows. When you make a
in a split withinin Phiarlan—and the foundation Charisma (Performance) or Dexterity (Stealth)
of House Thuranni. House Phiarlan continues to check, you can roll one Intuition die, a d4, and
W‫ٺ‬MZ MV\MZ\IQVUMV\ IVL M[XQWVIOM QV \PM TIVL[ add the number rolled to the ability check.
west of the Mournland, while Thuranni operates
in Karrnath, the Lhazaar Principalities, and the Shape Shadows. You know the UQVWZ QTT][QWV
eastern lands. As a rule, Phiarlan elves are the cantrip. Charisma is your spellcasting ability for
better spies and Thuranni agents are superior this trait.
assassins. On the surface Thuranni and Phiarlan
maintain a peaceful relationship, but rivalries Slip Into Shadow. You can use the Hide
run deep. action as a bonus action, even if you have no
cover or if you’re under observation. Regardless
of whether you succeed or fail, once you use this
IJQTQ\a aW] KIV¼\ ][M Q\ IOIQV ]V\QT aW] ÅVQ[P I
short or long rest.

CHAPTER 4 | THE MARK OF SHADOW 105

THE MARK OF STORM Noble Sorcerer. You are heir to one of the
oldest families of Lyrandar, a direct descendant
“;W^MZMQOV[ IVL .QZ[\JWZV OZIV\ UM \PM NW]Z of the Firstborn. You can draw on your mark and
JTM[[QVO[ XZWUQ[ML \W W]Z XMWXTM" LWUQVQWV W^MZ your bloodline to wield power beyond those of
\PM IQZ LWUQVQWV W^MZ \PM _I\MZ NWZ\]VM NWZ Ua other heirs. You’re a noble of the house: are you a
NIUQTa IVL NWZ\]VM NWZ Ua N]\]ZM ” carefree celebrity, or are you driven by duty and a
deep desire to help your house and your people?
— From the Oath of Lyrandar
Sailor Fighter. AW] [MZ^ML WV \PM ÅZ[\
Wind and water welcome the half-elf who carries airship that went into service, and spent the Last
the Mark of Storms. The wind catches them ?IZ ÅOP\QVO QV \PM [SQM[ AW] SVW_ aW]Z _Ia
when they fall, and they swim with remarkable around the clouds and on the water, and you’re
speed. Those who possess the Greater looking for adventurers that will take you back to
Dragonmark and dragonshard focus items can either of them.
call on even greater powers, shaping the weather
and calling on the power of the storm. Criminal Rogue. You’ve never been one to
play by the rules. You always dreamed of being a
HOUSE LYRANDAR smuggler or a sky pirate, and when you were old
enough, you stole a small airship and headed to
House Lyrandar has long ruled the seas. Their Sharn. You and your DM will have to decide how
galleons harness air and water elementals and are that worked out and if you still have the airship; it
faster than any mundane vessel. Control of the turns out they’re hard to hide. Either way, you’ve
sea and river trade gave Lyrandar considerable been kicked out of the house and you’re looking
power. Now they reach out to the skies. Merely a for jobs that cater to your sense of adventure.
decade old, Lyrander airships are already shifting
the balance of power in overland travel, previously MARK OF STORM TRAITS
dominated by House Orien’s lightning rail.
House Lyrandar also controls the air in a more The Mark of Detection manifests exclusively on
literal way. The Raincallers’ Guild can use the half-elves. These traits replace the half-elf Ability
Mark of Storms to control the weather for its Score Increase, Skill Versatility, and Languages
clients, but at a considerable price. traits given in the 8TIaMZ¼[ 0IVLJWWS.

House Lyrandar is made up of half-elves. For Ability Score Increase. Your Dexterity and
many of its members, it’s more than simply Charisma scores both increase by 1. In addition,
family or business—it is the closest thing their one ability score of your choice increases by 1.
people have to a homeland. House Lyrandar is
ambitious and often acts in what it sees as the Sea Monkey. Your base walking speed is 30
interests of all half-elves. Lyrandar heirs have feet, and you have a swim speed of 30 feet.
been helping the Valenar elves run their young
kingdom, and some believe that Valenar could Windwright’s Intuition. When you make a
become a true homeland for the Khoravar. Dexterity (Acrobatics) check or any ability check
involving operating or maintaining a water or air
DRAGONMARKED CHARACTERS vehicle, you can roll one Intuition die, a d4, and
add the number rolled to the ability check.
Here are a few examples of characters who carry
the Mark of Storms. Storm’s Blessing. You have resistance to
lightning damage.

Headwinds. You know the O][\ cantrip.
When you reach 3rd level, you can cast the O][\
WN _QVL spell once with this trait and regain the
IJQTQ\a \W LW [W _PMV aW] ÅVQ[P I TWVO ZM[\

Languages. You can speak, read, and write
Common and Elvish.

106 CHAPTER 4 | THE MARK OF STORM

GUST

<ZIV[U]\I\QWV +IV\ZQX
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one
WN \PM NWTTW_QVO M‫ٺ‬MK\[ I\ I XWQV\ aW] KIV [MM
within 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.

• You create a
harmless sensory
M‫ٺ‬MK\ ][QVO IQZ []KP I[
causing leaves to rustle,
wind to slam shutters closed,
or your clothing to billow
impressively in a breeze.

CHAPTER 4 | THE MARK OF STORM 107

THE MARK OF WARDING its clients and to establish a reputation for
unshakeable integrity. The house has no love of
“5a NIUQTa PI[ \PM ÅVM[\ ^I]T\[ aW] KIV QUIOQVM renegade dwarves using their marks to turn a
<PMa NWZOM \PM TWKS[ \PI\ [MK]ZM \PM RM_MT[ WN SQVO[ XZWÅ\ IVL []KP ZWO]M[ _QTT _IV\ \W I^WQL \PM MaM
IVL Y]MMV[ )VL 1 TMIZVML \W XQKS \PW[M TWKS[ of Kundarak.
_PMV 1 _I[ JIZMTa W]\ WN \PM KZQJ ”
DRAGONMARKED CHARACTERS
— Cutter, burglar and
Kundarak excoriate Here are examples of characters with the Mark
of Warding.
The Mark of Warding helps its bearers protect
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 for you—you want to build the JM[\. Your basic
understanding of locks and mechanisms used to RWJ" OW W]\ QV \PM _WZTL ÅVL \PM ÅVM[\ IVL UW[\
protect and seal. The decision each heir has to unusual security systems, and see what you can
make is whether they’ll use this power to keep learn from them. When you go into an ancient
things safe, or whether they’re more interested in ruin, you’re PWXQVO there are traps.
opening locks and taking what’s inside.
Criminal Rogue. It’s not that you’re a
HOUSE KUNDARAK bad person. You’ve just never met a lock you
didn’t want to open. It’s like they speak to you,
If you want to keep something safe —jewels, whispering “Free me! Free me!” You’re not even
secrets, prisoners—Kundarak is there to help. in it for the gold; you’ve just fallen in with a bad
The Defenders Guild of House Kundarak trains crowd because most people who like opening
locksmiths, security specialists, and more. It locks are criminals. Perhaps it’s time to make
maintains the infamous prison of Dreadhold, some new friends.
along with a number of smaller prisons. As
useful as these services are, it’s the Banking MARK OF WARDING TRAITS
/]QTL \PI\ \Z]Ta LMÅVM[ \PM PW][M 3]VLIZIS¼[
lands in the Mror Holds include deep veins of The Mark of Warding manifests exclusively
precious metals and stones, and the dwarves on dwarves. If your character has the Mark of
have used this wealth to establish the banking Warding, this is their dwarf subrace.
industry of Khorvaire. Anyone who makes a
living from coin—from bankers to goldsmiths— Ability Score Increase. Your Dexterity and
likely learned their skills at House Kundarak. Intelligence scores increase by 1.
The security of Kundarak banks is legendary.
The house also provides a special service to those Master of Locks. When you make an
_PW KIV I‫ٺ‬WZL Q\" I [a[\MU WN M`\ZILQUMV[QWVIT Intelligence (History), Intelligence (Investigation),
vaults, allowing a client to store their goods in or Thieves’ Tools check involving lock and trap
one location and retrieve them at any other mechanisms, you can roll one Intuition die, a d4,
Kundarak enclave. and add the number rolled to the ability check.

House Kundarak has a close alliance with Wards and Seals. You can use your mark to
House Sivis. Like the House of Scribing, cast the ITIZU spell as a ritual. Starting at 3rd level
Kundarak has worked to earn the trust of you can cast arcane lock once with this trait and
aW] ZMOIQV \PM IJQTQ\a \W LW [W _PMV aW] ÅVQ[P I
long rest. Intelligence is your spellcasting ability
for these spells.

108 CHAPTER 4 | THE MARK OF WARDING

GREATER DRAGONMARKS Having a Greater Dragonmark doesn’t
automatically give a character greater status
The Greater Dragonmark feat represents but it makes that character a valuable tool
the evolution of a dragonmark—an exponential for the house. When you acquire a Greater
increase in the mark’s size and the powers it Dragonmark, talk with your DM and decide
carries and bestows. if you want your relationship to your house to
change. Do you want to work more closely with
Only a fraction of dragonmarked heirs ever them? Do you want to get involved with family
develop a Greater Dragonmark. The powers politics? Do you want to explore a story in which
they possess are more powerful than the the house puts pressure on you, or would you
wide magic that serves as the foundation of prefer to remain independent?
the magical economy. Teleportation, instant
communication across vast distances—these
services are rare, remarkable features of the
dragonmarked houses.

CHAPTER 4 | GREATER DRAGONMARKS 109

FEAT: GREATER DRAGONMARK you are based on your mark, as shown on
\PM /ZMI\MZ ,ZIOWVUIZS *MVMÅ\[ \IJTM
8ZMZMY]Q[Q\M" \P TM^MT KPIZIK\MZ U][\ XW[[M[[ I LZIOWVUIZS
• You learn a set of spells, each of which you
Your dragonmark has grown in size and power. can cast once without expending a spell slot
This enhances your existing dragonmark, and the or using a material component. The list of
JMVMÅ\[ IZM JI[ML WV \PM UIZS \PI\ aW] ITZMILa spells, the spellcasting ability for them, and
possess. A greater dragonmark provides the the type of rest you must complete to regain
NWTTW_QVO JMVMÅ\[" the use of these spells are shown on the
/ZMI\MZ ,ZIOWVUIZS *MVMÅ\[ \IJTM
• The die type of your dragonmarked
Intuition Die increases by one (for example, To cast 4MWU]VL¼[ [MKZM\ KPM[\ using this feat and
from a d4 to a d6). the Mark of Warding, you must have a Siberys
dragonshard with a value of at least 100 gp.
• Increase one ability score by 1, to a While you have this dragonshard in hand, it
maximum of 20. The abilities available to serves as the spell’s focus, and you can use it to
summon and dismiss the chest.

'ٛƒã›Ù ك¦ÊÄÃƒÙ»Ý ›Ä›¥®ãÝ

ƌĂŐŽŶŵĂƌŬ ďŝůŝƚLJ ^ƉĞůůƐ ^ƉĞůůĐĂƐƟŶŐ ZĞƐƚ
ďŝůŝƚLJ ZĞƋƵŝƌĞĚ
Long
ĞƚĞĐƟŽŶ Charisma or See Invisibility, True Seeing Intelligence Long

Intelligence Long
Long
Finding ĞdžƚĞƌŝƚLJ͕ >ŽĐĂƚĞ ƌĞĂƚƵƌĞ͕ &ŝŶĚ dŚĞ WĂƚŚ Wisdom Long
Long
Strength, or Long
Long or Short
Wisdom Long or Short
Long
Handling ĞdžƚĞƌŝƚLJ Žƌ Beast Sense, Dominate Beast Wisdom Long
Long
Wisdom

Healing ĞdžƚĞƌŝƚLJ Žƌ Mass Healing Word, Greater Wisdom

Wisdom ZĞƐƚŽƌĂƟŽŶ

Hospitality Charisma or ^ĂŶĐƚƵĂƌLJ͕ DŽƌĚĞŶŬĂŝŶĞŶ͛Ɛ DĂŐŶŝĮĐĞŶƚ Charisma

ĞdžƚĞƌŝƚLJ Mansion

Making ĞdžƚĞƌŝƚLJ Žƌ &ĂďƌŝĐĂƚĞ͕ ƌĞĂƟŽŶ Intelligence

Intelligence

Passage ĞdžƚĞƌŝƚLJ Žƌ ůŝŶŬ͕ dĞůĞƉŽƌƚĂƟŽŶ ŝƌĐůĞ ŽŶƐƟƚƵƟŽŶ
ŽŶƐƟƚƵƟŽŶ

Scribing Intelligence Sending, Tongues Intelligence

or Charisma

^ĞŶƟŶĞů Strength or ŽŵƉĞůůĞĚ ƵĞů͕ tĂƌĚŝŶŐ ŽŶĚ Wisdom

Wisdom

Shadow Charisma or EŽŶĚĞƚĞĐƟŽŶ͕ DŝƐůĞĂĚ Charisma
ĞdžƚĞƌŝƚLJ

Storm Charisma or ŽŶƚƌŽů tĂƚĞƌ͕ ŽŶƚƌŽů tŝŶĚ Charisma
ĞdžƚĞƌŝƚLJ

Warding ĞdžƚĞƌŝƚLJ Žƌ <ŶŽĐŬ͕ 'ůLJƉŚ ŽĨ tĂƌĚŝŶŐ͕ >ĞŽŵƵŶĚ͛Ɛ Intelligence
Intelligence ^ĞĐƌĞƚ ŚĞƐƚΎ

110 CHAPTER 4 | GREATER DRAGONMARKS

ABERRANT DRAGONMARKS grant the same power, they may appear and
UIVQNM[\ QV LQ‫ٺ‬MZMV\ _Ia[ 1N \_W IJMZZIV\ UIZS[
¹AW]Z [QOQT KZMI\M[ KPQTL WN +IVVQ\P 5QVM PWTL[ might grant ÅZM JWT\, one mark may be formed
\PM XW_MZ \W LM[\ZWa º from scar tissue while another is traced on the
[SQV QV TQVM[ WN KWTL ÅZM
—Rotting Bal,
Tarkanan Enforcer While aberrant dragonmarks can be disturbing,
on the surface an aberrant mark seems no more
<PM \_MT^M LZIOWVUIZS[ IZM \QML \W [XMKQÅK dangerous or threatening than the powers of a
bloodlines and passed down through families. [WZKMZMZ ;W _PI\ UISM[ \PMU [QOVQÅKIV\' .QZ[\
They are reliable and predictable, and their WN ITT IJMZZIV\ UIZS[ IT_Ia[ PI^M ÆI_[ <PM[M
powers are constructive. They create; they heal; may not actively hurt a character, but they are
they protect. always a burden in some way—a burden that
could drive a weak-willed person to madness.
But there is another kind of dragonmark:
marks that are unpredictable and dangerous to It takes time for a character to learn to control
both the bearer and the people around them. their mark, and in time people may be hurt. If
Someone with such a mark can kill with a an aberrant mark grants ÅZM JWT\, the person who
touch or control minds with a glance. Aberrant carries it might have severely burned or even
UIZS[ WN\MV IXXMIZ _PMV XMWXTM NZWU LQ‫ٺ‬MZMV\ killed a loved one. Imagine having the power
dragonmarked families produce a child, and for to cast KPIZU XMZ[WV but being unable to control
this reason such unions are absolutely forbidden it and having people you care about suddenly
by the Twelve. But aberrant dragonmarks becoming slavishly devoted to you. All of these
can appear on members of any race, at any factors have led to the general superstition
age, regardless of bloodline. No two aberrant that people with aberrant dragonmarks are
dragonmarks are exactly alike—even if they dangerous, that their marks drive them crazy or
turn them into sociopaths. These are things that

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

CHAPTER 4 | ABERRANT DRAGONMARKS 111

disease and commanded hordes of FEAT: ABERRANT DRAGONMARK
vermin. The dragonmarked houses
united in an inquisition called The 8ZMZMY]Q[Q\M" 6W M`Q[\QVO LZIOWVUIZS
War of the Mark. Some say that
this was a persecution of innocents; You have manifested an aberrant dragonmark.
but most feared the aberrants and ,M\MZUQVM Q\[ IXXMIZIVKM IVL \PM ÆI_ I[[WKQI\ML
stood by as the houses hunted them _Q\P Q\ AW] OIQV \PM NWTTW_QVO JMVMÅ\["
down. Ever since the War of the
Mark, aberrant dragonmarks have • Increase your Constitution score by 1, to a
been few in number and relatively week. maximum of 20.
But since the Mourning aberrant marks have
been appearing in greater numbers, and people • You learn a cantrip from the sorcerer spell
wonder if those who carry them could develop list. In addition, choose a 1st-level spell
greater power. from the sorcerer spell list. You learn that
spell and can cast it at its lowest level. Once
If you develop an aberrant mark, you can aW] KI[\ Q\ aW] U][\ ÅVQ[P I TWVO ZM[\
KPWW[M I ÆI_ NZWU \PQ[ TQ[\ WZ aW] IVL \PM ,5 before you can cast it again. Constitution is
KIV LM^MTWX I ]VQY]M ÆI_ WN aW]Z W_V your spellcasting ability for these spells.

›ÙكÄã DƒÙ» &½ƒó • You can increase the power of your
aberrant spells at the risk of your own
1d8 ďĞƌƌĂŶƚ DĂƌŬ &ůĂǁ vitality. When you cast a spell with your
aberrant mark, you can use one of your
1 Your mark is a source of constant Hit Dice to increase the spell’s level by 1.
physical pain. Immediately after you cast the spell, roll
the Hit Die. You take damage equal to the
2 Your mark whispers to you, though number rolled.
you may not understand what it says.

3 /Ŷ ƟŵĞƐ ŽĨ ƐƚƌĞƐƐ͕ LJŽƵƌ ŵĂƌŬ ŵĂLJ
ƚƌŝŐŐĞƌ Ă ĐĂŶƚƌŝƉ ĞīĞĐƚ ŝŶǀŽůƵŶƚĂƌŝůLJ͘

4 The skin around your mark has an
unusual appearance: burned, scaly,
withered, etc.

5 Mundane animals become uneasy
around you.

6 zŽƵ ŚĂǀĞ ĚƌĂŵĂƟĐ ŵŽŽĚ ƐǁŝŶŐƐ ĂŶLJ
ƟŵĞ LJŽƵ ƵƐĞ LJŽƵƌ ŵĂƌŬ͘

7 Your appearance changes in a minor
ǁĂLJ ĞǀĞƌLJ ƟŵĞ LJŽƵ ƵƐĞ LJŽƵƌ ŵĂƌŬ͘

8 zŽƵ ŚĂǀĞ ŚŽƌƌŝĮĐ ŶŝŐŚƚŵĂƌĞƐ ĂŌĞƌ
you use your mark.

112 CHAPTER 4 | ABERRANT DRAGONMARKS

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

CHAPTER 5 | MAGIC ITEMS 113

MAGIC ITEMS ORB OF SHIELDING

Consider how these magic items from throughout ?WVLZW][ 1\MU KWUUWV ZMY]QZM[ I\\]VMUMV\
Khorvaire can add to your campaign.
An WZJ WN [PQMTLQVO is made from crystal or stone
ARCANE FOCUSES aligned to one of the planes. While you are
holding the WZJ, it shields you from a particular
Go to the Bazaar in Sharn or any enclave of type of energy. Any time you take damage of that
0W][M +IVVQ\P IVL aW]¼TT ÅVL I _QLM [MTMK\QWV type, reduce it by 1d4. The materials and their
of arcane focuses to choose from. For a associated damage types are listed below.
wandslinger, the choice of an arcane focus carries
the same weight as a duelist deciding between a • .MZVQIV JI[IT\" Fire damage
rapier or a maul. Do you use a _IVL WN .MZVQIV I[P
to focus your ÅZM JWT\, or do you harness defensive • 1ZQIV Y]IZ\b" Radiant damage
energies with a :Q[QIV WZJ'
• 3a\PZQIV [SIZV" Acid or poison damage
An arcane focus is a tool, and only provides its
JMVMÅ\[ _PQTM aW]¼ZM IK\Q^MTa ][QVO Q\ )V WZJ WN • 4IUIVVQIV ÆQV\" Lightning or thunder damage
[PQMTLQVO provides no protection when it’s in your
pack; you must have it in your hand. • 5IJIZIV WJ[QLQIV" Necrotic damage

In Khorvaire, arcane focus items are • 9]WZQ KMTM[\QVM @WZQIV UIZJTM" Psychic damage
recognized as weapons: if guards are securing
swords and bows, they’ll also require you to turn • :Q[QIV [PITM" Cold damage
W^MZ aW]Z [\I‫ ٺ‬
• ;PI^IZIV KPMZ\" Force damage
IMBUED WOOD
KÖã®Êă½ Z罛͗
?WVLZW][ 1\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ dóÊͲ,ƒÄ—›— ّƒÄ› &ʑçݛÝ

Powerful manifest zones can infuse local trees In Eberron, an arcane focus is a weapon.
_Q\P XTIVIZ MVMZOQM[ ) OQN\ML IZ\QÅKMZ KIV \IX As such, it can be interesting to give a focus
QV\W \PQ[ \W KZMI\M I _IVL [\I‫ ٺ‬WZ ZWL \PI\ Q[ some of the same trade-offs as mundane
M[XMKQITTa M‫ٺ‬MK\Q^M I\ KPIVVMTQVO I XIZ\QK]TIZ \aXM ZHDSRQV GR \RX VDFULÀFH \RXU IUHH KDQG IRU
of energy. greater power?

An arcane focus provides a +1 bonus when you If you use this optional rule, when a caster
ZWTT LIUIOM NWZ I [XMTT \PI\ QVÆQK\[ I [XMKQÅK \aXM uses a two-handed arcane focus to cast an
of damage, as shown below. offensive cantrip (a cantrip requiring a saving
throw or an attack roll), the range of the
• .MZVQIV )[P" Fire damage. cantrip is increased by 50 percent.

• 1ZQIV :W[M_WWL" Radiant damage. By this rule, a staff always requires two
hands, while rods can be used with either
• 3a\PZQIV 5IVKPQVMMT" Acid or poison damage. one or two hands. Using a two-handed
DUFDQH IRFXV IXOÀOOV WKH VRPDWLF FRPSRQHQW
• 4IUIVVQIV 7IS" Lightning or thunder requirement for a spell.
damage.

• 5IJIZIV -JWVa" Necrotic damage.

• 9]WZQ *MMKP @WZQIV ?MVOM" Psychic damage.

• :Q[QIV 8QVM" Cold damage.

• ;PI^IZZIV *QZKP" Force damage.

114 CHAPTER 5 | MAGIC ITEMS

COMMON MAGIC ITEMS GLAMERWEAVE

BAND OF LOYALTY ?WVLZW][ 1\MU KWUUWV

:QVO KWUUWV ZMY]QZM[ I\\]VMUMV\ /TIUMZ_MI^M clothing is imbued with cosmetic
illusions. Traditionally, these patterns are
If you are reduced to zero hit points while contained within the cloth, but higher-end
attuned to a JIVL WN TWaIT\a, you instantly die. OTIUMZ_MI^M KIV PI^M UWZM LZIUI\QK M‫ٺ‬MK\[ AW]
<PM[M ZQVO[ IZM NI^WZML Ja [XQM[ _PW KIV¼\ I‫ٺ‬WZL could have a gown that appears to be wreathed
to fall into enemy hands. QV ÆIUM[ WZ I PI\ \PI\¼[ WZJQ\ML Ja QTT][WZa
J]\\MZÆQM[ :MOIZLTM[[ WN \PM LM[QOV \PM[M IZM
CLEANSING STONE KW[UM\QK M‫ٺ‬MK\[ IVL PI^M VW QUXIK\ WV KWUJI\

?WVLZW][ 1\MU KWUUWV SHIFTWEAVE
A KTMIV[QVO [\WVM is a stone sphere one foot in
diameter, engraved with mystic sigils. When ?WVLZW][ 1\MU KWUUWV
touching the stone, you can use an action to
activate it and remove dirt and grime from your Transmutation magic is woven into the fabric
garments and your person. +TMIV[QVO [\WVM[ are of [PQN\_MI^M clothing. When a suit of [PQN\_MI^M
often embedded into pedestals in public squares Q[ KZMI\ML ]X \W Å^M LQ‫ٺ‬MZMV\ W]\Å\[ KIV JM
in Aundair or found in high-end Ghallanda inns. embedded into the cloth. By taking an action
and uttering a command word, you can
EVERBRIGHT LANTERN transform your [PQN\_MI^M W]\Å\ QV\W WVM WN \PM
other designs contained within it. To determine
?WVLZW][ 1\MU KWUUWV the price of a suit of [PQN\_MI^M, combine the value
An M^MZJZQOP\ TIV\MZV contains an Eberron WN ITT WN \PM W]\Å\[ Q\ KWV\IQV[ IVL ILL OX \W
LZIOWV[PIZL QUJ]ML _Q\P \PM M‫ٺ‬MK\ WN I KWV\QV]IT that amount.
ÆIUM spell. This bright light is mounted inside a
normal bullseye lantern, allowing the light to be SPELLSHARD
[P]\\MZML W‫) ٺ‬V M^MZJZQOP\ TIV\MZV provides clear
illumination in a 60-foot cone and shadowy ?WVLZW][ 1\MU KWUUWV
illumination in a 120-foot cone, just like a
U]VLIVM J]TT[MaM TIV\MZV J]\ Q\[ ÆIUM VM^MZ A [XMTT[PIZL is a polished Eberron dragonshard,
goes out. [QbML \W Å\ QV\W \PM XITU WN I PIVL <PM [PIZL Q[
imbued with a particular work of literature. By
FEATHER TOKEN holding the shard and concentrating, you can
see its pages in your mind’s eye. Thinking of a
?WVLZW][ 1\MU KWUUWV particular phrase or topic will draw you to the
ÅZ[\ [MK\QWV \PI\ ILLZM[[M[ Q\ IVL I [QUXTM ZQ\]IT
This small metal disk is inscribed with the allows you to add content to the shard.
image of a feather. While the token is in your
possession, you can cast NMI\PMZ NITT as a bonus An arcane caster can use a [XMTT[PIZL instead of
action. A NMI\PMZ \WSMV WVTa PWTL[ []‫ٻ‬KQMV\ KPIZOM a spellbook; the [XMTT[PIZL costs 1 gp per “page” in
for a single use, after which it loses its power. the shard, and otherwise functions as a mundane
While it’s an expensive form of insurance, spellbook. Spellshards can also be used as diaries
frequent airship travelers and citizens of Sharn or journals. More advanced (and uncommon)
often appreciate the security it provides. shards can require a particular mental passphrase
to access the contents of the shard.

CHAPTER 5 | MAGIC ITEMS 115

DRAGONMARK FOCUS ITEMS &ŽŽĚ YƵĂůŝƚLJ ŝĸĐƵůƚLJ
Poor No roll required
These items harness and expand the powers of a Modest 10
dragonmark, allowing the dragonmarked houses Comfortable 13
to provide a wide range of useful services. You Wealthy 15
must possess a particular dragonmark in order to ƌŝƐƚŽĐƌĂƟĐ 18
use or attune to a dragonmark focus item.
A JIO WN JW]V\a can be used up to three times over
Many dragonmark focus items have unique the course of a day. After that, the bag can’t be
M‫ٺ‬MK\[ ZMTI\ML \W \PMQZ UIZS[ I[ LM[KZQJML QV \PQ[ used again until the next dawn.
section. Alternately, a dragonmark focus item can
duplicate the power of an existing magic item with INQUISITIVE’S GOGGLES
a power closely related to the mark. For example:
?WVLZW][ 1\MU ]VKWUUWV ZMY]QZM[ I\\]VMUMV\
• A KIXM WN \PM UW]V\MJIVS or JWW\[ WN [XMML tied
to the Mark of Passage, or PWZ[M[PWM[ WN [XMML The lenses of these goggles are carved from
that only function if the rider has the Mark Siberys dragonshards. While garish in
of Passage. appearance, these goggles are a boon to any
Tharashk inquisitive. To attune to the goggles,
• A KTWIS WN MT^MVSQVL or LMKS WN QTT][QWV[ tied to you must possess the Mark of Finding. As long
the Mark of Shadows. as this condition is met, you gain the following
JMVMÅ\[
• ,QUMV[QWVIT [PIKSTM[ that can only be
activated by someone with the Mark of • You can add your Intuition die from the
Warding. 0]V\MZ¼[ 1V\]Q\QWV trait of the mark when you
make Wisdom (Insight) checks.
• A OMU WN [MMQVO that requires the Mark of
Detection. • When you examine an object, you can
make a Wisdom (Perception) check to
1\¼[ MI[QMZ \W XZWL]KM IV Q\MU \PI\ IUXTQÅM[ IV identify the aura of the last living creature
existing power than one that generates it on its to touch the object. The DC is 13 + the
own, and generally a focus item costs half as much number of days since the last contact
as the standard version of that item. However, the occurred. If the check is successful, you
Siberys shards required to make focus items are learn the species of the creature and you
rare, and it’s always up to the DM to decide what can immediately use your 1UXZQV\ 8ZMa ability
focus items are available in the world. to target this creature.

BAG OF BOUNTY KEYCHARM

?WVLZW][ 1\MU ]VKWUUWV ?WVLZW][ 1\MU KWUUWV

This is a sturdy leather sack with tiny Siberys This simple object plays a vital role in the work
shards embedded into the lining. If you have the of House Kundarak. If you possess the Mark of
Mark of Hospitality you can use an action to cast Warding, when you cast ITIZU IZKIVM TWKS OTaXP
KZMI\M NWWL IVL _I\MZ drawing a feast from within WN _IZLQVO WZ [QUQTIZ IJR]ZI\QWV M‫ٺ‬MK\[ aW] KIV
the bag. You shape this meal with your thoughts. \QM \PM M‫ٺ‬MK\ \W \PM SMaKPIZU. Whoever holds
You can create the standard bland fare without the keycharm is considered to the owner of this
requiring any sort of check, but you can attempt
\W KZMI\M ÅVMZ NWWL Ja UISQVO I +PIZQ[UI KPMKS#
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.

116 CHAPTER 5 | MAGIC ITEMS

MVKPIV\UMV\# \PMa ZMKMQ^M \PM VW\QÅKI\QWV NZWU WHEEL OF WIND AND WATER
ITIZU, they can safely avoid a OTaXP, and they can
LMIK\Q^I\M IVa I[[WKQI\ML M‫ٺ‬MK\ ?WVLZW][ 1\MU ]VKWUUWV

RINGS OF SHARED SUFFERING When mounted at the helm of an elemental
galleon or airship, this allows a character who
:QVO ]VKWUUWV ZMY]QZM[ I\\]VMUMV\ possesses the Mark of Storm to telepathically
control the elemental bound into the vessel.
These rings come in linked pairs. It you possess
the Mark of Sentinel, you can use a bonus If a _PMMT WN _QVL IVL _I\MZ is mounted on a
action to form a link to the creature attuned mundane sailing ship, a character with the Mark
to the other ring; from then on, whenever that of Storm can create an area of ideal conditions
KZMI\]ZM []‫ٺ‬MZ[ LIUIOM \PMa WVTa []‫ٺ‬MZ PITN WN around the vessel, increasing its speed by 5 miles
\PI\ LIUIOM IVL aW] \ISM \PM ZM[\ <PQ[ M‫ٺ‬MK\ per hour.
continues 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 ZIVOM )
creature cannot be attuned to more than one
ZQVO WN [PIZML []‫ٺ‬MZQVO

SCRIBE’S PEN

?WVLZW][ 1\MU KWUUWV

If you possess the Mark of Scribing, you can
use this quill to write on any surface. This can
be visible—traced in glowing mystical lines—or
invisible to any creature without the Mark of
Scribing. Invisible writing will be revealed by
,M\MK\ 5IOQK, ;MM 1V^Q[QJQTQ\a, or <Z]M ;MMQVO. Any
creature with the Mark of Scribing can also
reveal your writing or make it invisible as an
action. If you mark a living creature, the mark
will fade within a week.

CHAPTER 5 | MAGIC ITEMS 117

ELDRITCH MACHINES Ultimately, MTLZQ\KP UIKPQVM[ are plot devices.
Their powers are far beyond the standard level
1V I +IVVQ\P MVKTI^M I \MIU WN IZ\QÅKMZ[ of what is possible in Eberron, but such a device
maintain the KZMI\QWV NWZOM that produces the KIV ZMÆMK\ \PM K]TUQVI\QWV WN I ^QTTIQV¼[ UI[\MZ
warforged. In the Shadow Marches, druids guard plan or a last defense against evil that must be
the seals that hold the Daelkyr at bay. In the protected at all costs.
[M_MZ[ JMTW_ ;PIZV I UIL OMVQ][ X]\[ \PM ÅVIT
touches on a device that will turn the people of DIMENSIONAL SEAL
the city into undead monstrosities.
-TLZQ\KP UIKPQVM TMOMVLIZa
All of these are MTLZQ\KP UIKPQVM[. They are
wondrous locations: magic items of immense A LQUMV[QWVIT [MIT is a massive stone slab covered
power, but so large that they cannot be moved. with a complex pattern of runes and sigils.
-TLZQ\KP UIKPQVM[ always require rare components The seal XZWRMK\[ IV QV^Q[QJTM ÅMTL _Q\P I ZILQ][
but creating an MTLZQ\KP UIKPQVM could require one WN \_W UQTM[ <PQ[ ÅMTL JTWKS[ ITT NWZU[ WN
or more planes to be coterminous or it might KWVR]ZI\QWV UIOQK IVL IVa W\PMZ M‫ٺ‬MK\ \PI\
only be possible to build it in a manifest zone. involves teleportation or planar travel. It also
VMOI\M[ \PM M‫ٺ‬MK\[ WN IVa UIVQNM[\ bWVM _Q\PQV
\PM ÅMTL

,QUMV[QWVIT [MIT[ are usually found in the
Eldeen Reaches and the Shadow Marches, as
ZMTQK[ WN \PM KWVÆQK\ JM\_MMV \PM /I\MSMMXMZ
druids and the daelkyr. The techniques used to
create these seals have been long lost. It’s said
that as a whole, the LQUMV[QWVIT [MIT[ keep the

daelkyr bound in Khyber and prevent Xoriat
from becoming coterminous with Eberron.
If enough of these seals are destroyed, there

could be serious consequences for the world.

MABARAN RESONATOR

-TLZQ\KP UIKPQVM TMOMVLIZa ZMY]QZM[ I\\]VMUMV\

<PQ[ PWZZQÅK LM^QKM LZI_[ WV \PM XW_MZ WN
Mabar, infusing the dead with the malign
energies of the Endless Night. While it is
active, any creature that dies within two miles
of the resonator reanimates in one round as a
zombie under the control of creature attuned
to the device. At the DM’s discretion, more

powerful creatures can return as other forms
of undead.

118 CHAPTER 5 | MAGIC ITEMS

MASTER’S CALL UIL IZ\QÅKMZ _W]TL KZMI\M I UI[[Q^M ^M[[MT WN
dragonshards and exotic metals. It might be that
-TLZQ\KP UIKPQVM TMOMVLIZa the sole purpose of the device is to negate magic,
or it could be that it is absorbing all magical
While this looks like a scrap heap assembled energies in the area and storing that power for a
from shattered constructs and wreckage from KI\IKTa[UQK M‫ٺ‬MK\
the Mournland, this MTLZQ\KP UIKPQVM possesses
tremendous power. You gain the following STORM SPIRE
JMVMÅ\[ _PQTM aW] IZM I\\]VML \W \PM UI[\MZ¼[ KITT
and within one mile of the device. -TLZQ\KP UIKPQVM ^MZa ZIZM ZMY]QZM[ I\\]VMUMV\

• You can sense the presence and location of This MTLZQ\KP UIKPQVM is a form of dragonmark focus
all warforged within ten miles. item; you must have the Greater Mark of Storms
to attune to this device. ;\WZU [XQZM[ allow House
• You have advantage on any Charisma- 4aZIVLIZ \W QVÆ]MVKM \PM _MI\PMZ _PQKP KIV
based check made against a warforged. be a boon for the local population or a curse if
the Lyrandar baron chooses to demand payment
• While you are in contact with the UI[\MZ¼[ for desired conditions. You gain the following
call, you can use an action to target a JMVMÅ\[ _PQTM aW] IZM I\\]VML \W I [\WZU [XQZM.
warforged within ten miles of the device.
You can send a telepathic message of up to • You can sense weather patterns within a
25 words to the target. They must make a 100-mile radius of the spire and accurately
?Q[LWU [I^QVO \PZW_ _Q\P I LQ‫ٻ‬K]T\a WN predict the weather for up to 24 hours.
aW]Z 1V\MTTQOMVKM UWLQÅMZ 7V I NIQTML
[I^M \PM \IZOM\ Q[ I‫ٺ‬MK\ML Ja I []OOM[\QWV • While you are within 60 feet of the spire,
compelling them to follow your command. you can use an action to cast any of the
<PQ[ M‫ٺ‬MK\ LWM[V¼\ ZMY]QZM KWVKMV\ZI\QWV# Q\ following spells: KITT TQOP\VQVO O][\ WN _QVL.
lasts for eight hours, until you choose to end You cast these as 5th level spells, and
Q\ WZ ]V\QT \PM ^QK\QU []KKM[[N]TTa N]TÅT[ \PM Intelligence is your spellcasting ability.
KWUUIVL _PQKPM^MZ KWUM[ ÅZ[\ AW] KIV
control up to eight warforged at once using • While you are within 5 feet of the spire,
\PQ[ M‫ٺ‬MK\ you can cast KWV\ZWT _MI\PMZ as a ten-minute
ritual. This allows you to pick a point
SPELL SINK _Q\PQV UQTM[ WN \PM [XQZM IVL QVÆ]MVKM
the weather within a 10-mile radius of
-TLZQ\KP UIKPQVM TMOMVLIZa \PI\ XWQV\ 5IQV\IQVQVO \PQ[ M‫ٺ‬MK\ ZMY]QZM[
concentration.
This device creates an IV\QUIOQK ÅMTL that covers
a three-mile radius around the spell sink. The • AW] KIV IT[W ][M IV IK\QWV \W QVÆ]MVKM \PM
form that it takes will depend on the nature of its weather within a ten-mile radius of the spire
creator. The Ashbound druids despise unnatural itself; you don’t have to use concentration
magic, and if they create a spell sink it will be \W UIQV\IQV \PQ[ M‫ٺ‬MK\ IVL aW] KIV
a living artifact—a twisted tree that consumes sustain this at the same time that you’re
the mystical energies around it. Conversely, a manipulating distant weather.

CHAPTER 5 | MAGIC ITEMS 119

WARFORGED COMPONENTS disarmed or removed from you against your
will, but while the weapon is attached you
The warforged are living constructs. House cannot use that hand for other actions. You can
Cannith has designed a number of magic items spend one minute to end the attunement and
that can interface directly with the body of a remove the IZUJTILM.
warforged. Once attached, a component cannot
be removed unless the warforged allows it. An IZUJTILM isn’t inherently considered to be
a magic weapon for purposes of overcoming
The IZUJTILM is an example of an item created damage resistance. However, any sort of magical
by House Cannith. ,WKMV\[ are mysterious melee weapon could be created as an IZUJTILM,
wondrous items discovered in Xen’drik. These so you could acquire a ^QKQW][ IZUJTILM or a ^WZXIT
are just a few of the components that can be IZUJTILM.
encountered in the world.
DOCENT
ARMBLADE
?WVLZW][ Q\MU ZIZM ZMY]QZM[ I\\]VMUMV\
?MIXWV IVa WVM PIVLML UMTMM _MIXWV KWUUWV
ZMY]QZM[ I\\]VMUMV\ A docent is a small metal sphere, approximately 2
inches across, studded with dragonshards. Despite
An IZUJTILM is a weapon designed to integrate a strong magical aura, it has no obvious abilities.
with the forearm of a warforged. If you’re If you’re a warforged, you can attune to the docent,
a warforged, you can attach an IZUJTILM by at which point the sphere becomes embedded in
attuning to it. An attached IZUJTILM cannot be your chest and comes to life—literally.

120 CHAPTER 5 | MAGIC ITEMS

A docent is an intelligent magic item designed to You can use a bonus action on your turn to
advise and assist the warforged it’s attached to. A request that the docent use one of its traits on your
typical docent has an Intelligence score of 16 and behalf. In the case of skills, this uses the docent’s
Wisdom and Charisma scores of 14. Once you’re JWV][# aW]Z IJQTQ\QM[ IVL XZWÅKQMVKQM[ PI^M VW
attuned to the docent, it can communicate with M‫ٺ‬MK\ WV \PM W]\KWUM <PM[M \ZIQ\[ IZM ]VLMZ
you telepathically and can perceive the world the control of the docent, and if you have a bad
through your senses. One of the simple functions relationship with your docent it may refuse to assist
of a docent is to serve as a translator. All docents aW]° WZ [QUXTa TQM IJW]\ QVNWZUI\QWV \PI\ Q\
understand Common and Giant, but a docent obtains. However, if you treat your docent well it
knows up to four additional languages. Elven could serve as a useful ally.
and Draconic are common options. If a docent
knows less than six languages in total, it can add The origin of docents is a great mystery. House
new languages to its repertoire after encountering +IVVQ\P KZMI\ML \PM ÅZ[\ _IZNWZOML \PQZ\a aMIZ[
them. So a docent found in Xen’drik may have ago. But the docents come from the distant land
VM^MZ MVKW]V\MZML I L_IZN JMNWZM° J]\ IN\MZ of Xen’drik and appear to be thousands of years
spending some time in Khorvaire studying old. Were they created to interface with some
dwarves, it could pick up the Dwarven language. other form of construct? Or are the modern
warforged a new interpretation of an ancient
In addition, a docent possesses up to three of the design? The docents claim to have forgotten their
following traits. KZMI\WZ[° J]\ \PQ[ Q[ I Ua[\MZa _IQ\QVO \W JM
unraveled. While all docents come from Xen’drik,
• Can cast ,M\MK\ UIOQK at will some have been brought to Khorvaire by
explorers and it’s possible to encounter them in
• Can cast ,M\MK\ M^QT IVL OWWL at will the Five Nations.

• Can detect any form of divination or
scrying targeting the warforged host.

• Intelligence (Arcana) +7

• Intelligence (History) +7

• Intelligence (Investigation) +7

• Intelligence (Nature) +7

• Wisdom (Insight) +6

• Wisdom (Perception) +6

• The docent can make Wisdom (Medicine)
checks targeting its warforged host,
with a +7 bonus. If the host is rendered
unconscious, the docent will automatically
attempt to stabilize them once each turn.

CHAPTER 5 | MAGIC ITEMS 121

WAND SHEATH • You can retract the wand into your forearm
or extend it from your forearm as a bonus
?WVLZW][ 1\MU KWUUWV ZMY]QZM[ I\\]VMUMV\ action. While it is retracted, it cannot be
damaged or removed.
An _IVL [PMI\P is designed to integrate with the
forearm of a warforged. If you’re a warforged, • While the wand is extended, you can use
you can attach an _IVL [PMI\P by attuning to it. it as if you were holding it, but your hand
While the _IVL [PMI\P is attached, it cannot be remains free for other actions.
removed from you against your will. You can
spend one minute to end the attunement and • If the sheathed wand requires attunement,
remove the _IVL [PMI\P. you must attune to the wand before you
can use it. However, the _IVL [PMI\P and the
You can insert a wand into the sheath as an attached wand only count as a single item
action. While the wand is sheathed, you gain the for purposes of the maximum number of
NWTTW_QVO JMVMÅ\[ items you can be attuned to. If you remove
the wand from the sheath, you immediately
lose your attunement to the wand.

122 CHAPTER 5 | MAGIC ITEMS

CHAPTER 6: SHARN, CITY OF TOWERS

1¼^M JMMV PMZM I _MMS IVL Q\¼[ [\QTT PIZL VW\ \W JM A LL OF THE THEMES OF THE SETTING
W^MZ_PMTUML Ja \PM KQ\a <PM \W_MZ[ ZQ[M ]X ]V\QT are made manifest in the great
\PMa LQ[IXXMIZ QV\W \PM KTW]L[ 4QOP\[ OTMIU QV I city of Sharn. It’s a place of
\PW][IVL _QVLW_[ ;SaKWIKPM[ _WZS \PMQZ _Ia magic, with skycoaches circling
\PZW]OP \PM UIbM WN JZQLOM[ KWVVMK\QVO \PM UI[[Q^M mile-high towers and mystic
\W_MZ[ IVL ]X IJW^M 1 KIV [MM \PM J]ZVQVO ZQVO WN forges toiling endlessly in the bowels. It’s a
IV MTMUMV\IT IQZ[PQX place of adventure and intrigue. A fallen angel
is gathering minions in the ruins below the
;\IZQVO QV\W \PM [Sa 1 VMIZTa _ITS QV\W I UI[[Q^M city. A gang war is unfolding in Callestan.
_IZNWZOML R]OOMZVI]\ 1\¼[ Ua ÅZ[\ \QUM [MMQVO The corpse of a murdered nobleman has
WVM° J]\ \PMZM¼[ [W UIVa \PQVO[ 1¼^M VM^MZ [MMV just been discovered in his floating mansion.
QV \PQ[ XTIKM ) \I\\WWML MTN PIOOTM[ _Q\P I UI[SML A Cannith artificer is experimenting with a
PITÆQVO IZO]QVO IJW]\ \PM XZQKM WN TQbIZL UMI\ ) planar gateway—and something is about to go
OIZOWaTM _I\KPM[ NZWU I PQOP XMZKP 1 OI\PMZ Ua terribly wrong.
[MV[M[ IVL SMMX UW^QVO
All of these adventures and a hundred more are
1\¼[ VW\ ]V\QT 1 ZMIKP \PM TQN\ \PI\ 1 ZMITQbM° \PI\ waiting in the City of Towers.
_IZNWZOML [\WTM Ua X]Z[M
This chapter provides an overview of Sharn,
with a host of story hooks to help you get started.
For more information about the city and its
inhabitants, refer to the sources in the Appendix.

CHAPTER 6 | SHARN, CITY OF TOWERS 123

SHARN BACKGROUNDS ACOLYTE

The City of Towers draws people from across the Shrines and temples can be found across Sharn.
world. What’s brought your character to Sharn? The Pavilion of the Host is Breland’s largest
Do you have deep roots in the city, or have you temple to the Sovereign Host, and the Cathedral
R][\ [\MXXML W‫\ ٺ‬PM TQOP\VQVO ZIQT' of the Cleansing Flame is the bastion of the Silver
Flame in Breland. Of course, Sharn’s churches
Backgrounds provide a strong foundation are infamous for harboring corruption. Are you
for building a story. If you’re a noble, are you part of the local establishment, or have you come
tied to one of the founding families of Sharn, to Sharn from afar?
or are you a scion of another nation visiting
\PM +Q\a WN <W_MZ[ NWZ \PM ÅZ[\ \QUM' 1N aW]¼ZM 1d4 ĐŽůLJƚĞ
an entertainer, are loved in the upper wards or 1 zŽƵ͛ǀĞ ĐŽŵĞ ƚŽ ^ŚĂƌŶ ƚŽ ŝŶǀĞƐƟŐĂƚĞ
a favorite in Sharn’s lowest dives? The tables ĐŽƌƌƵƉƟŽŶ ŝŶ LJŽƵƌ ĐŚƵƌĐŚ͘ ,ĂǀĞ LJŽƵ
provide a range of ideas that can be used for PCs ďĞĞŶ ƐĞŶƚ ďLJ ĂƵƚŚŽƌŝƟĞƐ ŝŶ LJŽƵƌ ĨĂŝƚŚ͕
or NPCs with strong ties to Sharn; work out the or are you driven by a divine vision?
details with your DM.
2 zŽƵ͛ƌĞ ƟĞĚ ƚŽ Ă ƐŵĂůů ƚĞŵƉůĞ ŝŶ ŽŶĞ ŽĨ
the lower wards of Sharn. It’s poor and
ĚŝůĂƉŝĚĂƚĞĚ͕ ďƵƚ ŝƚ͛Ɛ Ă ƚƌƵĞ ďĂƐƟŽŶ ŽĨ
your faith and doing good work for the
struggling people of the ward.

3 You’re here on a pilgrimage, seeking an
audience with the head of your faith
in Sharn… but the intermediaries have
demanded a small fortune to set up
ƚŚŝƐ ŵĞĞƟŶŐ͘

4 You’re a minor acolyte at one of the
major temples. It’s a maze of intrigue,
ŐƌĂŌ͕ ĂŶĚ ƉŽůŝƟĐƐ͘ zŽƵ͛ƌĞ ƉůĂLJŝŶŐ ƚŚĞ
game, working with a patron within the
church. Do you hope you can improve
things once you rise up in hierarchy? Or
are you only interested in power and
ŝŶŇƵĞŶĐĞ͍

124 CHAPTER 6 | SHARN BACKGROUNDS

CHARLATAN CRIMINAL

Whether you’re a grifter or a spy, there’s plenty Sharn is home to a number of powerful
of opportunities in Sharn. criminal organizations, and your background
gives a tie to one of them. Work with your DM
1d4 ŚĂƌůĂƚĂŶ to decide which group you’re connected to, and
1 zŽƵ͛ƌĞ Ă ĐŽŶ ĂƌƟƐƚ ĨƌŽŵ ƚŚĞ ůŽǁĞƌ ǁĂƌĚƐ͕ use this table to determine the nature of that
ďƵƚ LJŽƵ͛ǀĞ ĞƐƚĂďůŝƐŚĞĚ Ă ĨĂůƐĞ ŝĚĞŶƟƚLJ ĂƐ connection.
an upper ward noble.
1d4 ƌŝŵŝŶĂů
2 zŽƵ͛ǀĞ ĐƌĂŌĞĚ ƚŚĞ ŝĚĞŶƟƚLJ ŽĨ Ă ƉƌŽƉŚĞƚ 1 You have family or friends in the
driven by holy visions. If you are a ŽƌŐĂŶŝnjĂƟŽŶ͕ ďƵƚ LJŽƵ͛ǀĞ ƐƟůů ŐŽƚ ƚŽ
divine spellcaster, your actual faith may prove yourself to the gang.
ďĞ ĞŶƟƌĞůLJ ĚŝīĞƌĞŶƚ ĨƌŽŵ ƚŚĞ ŽŶĞ LJŽƵ 2 zŽƵ ƌĞƟƌĞĚ ĨƌŽŵ ƚŚĞ ĐƌŝŵŝŶĂů ůŝĨĞ ůŽŶŐ
profess. ĂŐŽ͘ Ƶƚ LJŽƵ ƐƟůů ŚĂǀĞ ĚĞĞƉ ƌŽŽƚƐ ǁŝƚŚ
ƚŚĞ ŽƌŐĂŶŝnjĂƟŽŶ͕ ĂŶĚ ŶŽǁ ƚŚĞLJ͛ƌĞ
3 zŽƵ͛ǀĞ ĂĚŽƉƚĞĚ ƚŚĞ ŝĚĞŶƟƚLJ ŽĨ Ă ƌĞĨƵŐĞĞ pulling you back in.
from the war, but in fact you’re running
from an infamous past. Are you a war 3 You’re secretly working for the City
criminal? An agitator? A former spy Watch or a foreign crime agency, trying
hiding from your employers? to worm your way into the underworld
of Sharn.
4 zŽƵ͛ƌĞ Ă ĐŽǀĞƌƚ ŽƉĞƌĂƟǀĞ ǁŽƌŬŝŶŐ
ĨŽƌ ĂŶŽƚŚĞƌ ŶĂƟŽŶ͕ Žƌ ĨŽƌ Ă ƉŽǁĞƌĨƵů 4 You’re an independent agent working
agency (a dragonmarked house, the with more than one of Sharn’s gangs.
ŝƚLJ tĂƚĐŚ͕ Ă ĐƌŝŵŝŶĂů ŽƌŐĂŶŝnjĂƟŽŶͿ͘ ƌĞ While you value your freedom, if you’re
you carrying out missions, or are you a not careful you could make enemies on
sleeper agent building a deep cover? all sides.

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 &ŽůŬ ,ĞƌŽ
the houses, or are you entirely independent? 1 You grew up in the lower wards. You
ĮŐŚƚ ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ƉĞŽƉůĞ ďŽƚŚ ĨƌŽŵ
1d4 Entertainer ƚŚĞ ĚĞƉƌĞĚĂƟŽŶƐ ŽĨ ŐĂŶŐƐ ĂŶĚ ĂďƵƐĞ Ăƚ
the hands of the wealthy.
1 You’re a favorite in the toughest
taverns of the lower wards. The darker 2 You’re working to improve the image of
ƚŚĞ ĚŝǀĞ͕ ƚŚĞ ďĞƩĞƌ͘ a marginalized minority group (goblins,
changelings, warforged) in Sharn.
2 You’re an understudy at one of the
grand theaters in Upper Menthis. 3 You’re a refugee driven from your
home by the war. You want to protect
3 You specialize in religious music and other refugees, but you’re also an
performance. You will usually be opponent of the monarchies that drove
welcomed at any temple of your faith. ƚŚĞ ŶĂƟŽŶƐ ŝŶƚŽ ǁĂƌ͘

4 zŽƵ͛ƌĞ ƉƌĞƐĞƌǀŝŶŐ ĂŶ ƵŶƵƐƵĂů ĂƌƟƐƟĐ 4 You’re celebrated for an amazing
ƚƌĂĚŝƟŽŶ ƚŚƌŽƵŐŚ LJŽƵƌ ǁŽƌŬ͘ zŽƵ ŚĂǀĞ feat of heroism, which may have
an eccentric patron who’s driving you happened in Sharn or during the war.
ƚŽ ĞdžƉůŽƌĞ ƚŚĞ ƌŽŽƚƐ ŽĨ ƚŚŝƐ ƚƌĂĚŝƟŽŶ͘ The problem is that you didn’t actually
do it. Can you live up to everyone’s
ĞdžƉĞĐƚĂƟŽŶƐ ĂŶĚ ďĞĐŽŵĞ ƚŚĞ ŚĞƌŽ
they believe you to be?

126 CHAPTER 6 | SHARN BACKGROUNDS

GUILD ARTISAN HERMIT

There’s always work for a talented individual As a hermit, you spent a considerable time in
in Sharn. Masons work on the towers. Smiths seclusion before making a discovery that drew
hammer away in the cogs. Bakers and brewers you back to the world. Were you isolated in
tend to the endless appetites of the common folk. Sharn, or did you discover something that’s
The largest guilds are tied to the dragonmarked drawn you to the City of Towers?
houses. The Fabricator’s Guild of House Cannith
deals with manufacturing trades, while the 1d4 ,Ğƌŵŝƚ
Hosterler’s Guild of House Ghallanda covers 1 zŽƵ ƐƉĞŶƚ ƚŚĞ ůĂƐƚ ƚĞŶ LJĞĂƌƐ ŵĞĚŝƚĂƟŶŐ
inns, taverns, and restaurants. Are you part of on a pillar on one of the highest points
one of these international guilds, or tied to a ŝŶ ^ŚĂƌŶ͘ ƌĞĐĞŶƚ ƌĞǀĞůĂƟŽŶ ŚĂƐ
smaller local organization? brought you down from your perch;
what is your quest? Over the course of
1d4 'ƵŝůĚ ƌƟƐĂŶ LJŽƵƌ ŝƐŽůĂƟŽŶ LJŽƵ ďĞĐĂŵĞ ƐŽŵĞƚŚŝŶŐ
ŽĨ Ă ƚŽƵƌŝƐƚ ĂƩƌĂĐƟŽŶ͖ Ă ŐŶŽŵĞ
1 You’re a young prodigy. You’ve just merchant used to sell plaster statues
joined the guild, but your comrades are of you on your pillar.
amazed at your early talent and push
LJŽƵ ƚŽ ĞdžĐĞů͘ 2 You spent your life in a hidden
monastery in Sharn. Did the master of
2 tŚŝůĞ LJŽƵ͛ǀĞ ƐƟůů ŐŽƚ LJŽƵƌ ŐƵŝůĚ ƟĞƐ͕ your order send you out on a mission?
LJŽƵ ƌĞƟƌĞĚ ĨƌŽŵ ƚŚĞ ďƵƐŝŶĞƐƐ ƐŽŵĞ Or are you the lone survivor of an
years ago. You hate the newfangled ĂƩĂĐŬ ƚŚĂƚ ĚĞƐƚƌŽLJĞĚ LJŽƵƌ ŵŽŶĂƐƚĞƌLJ͍
techniques the kids are using today.
3 You were the lone survivor of an
3 You’re a respected member of one airship crash and spent years in a
of the dragonmarked guilds, but ƌĞŵŽƚĞ ůŽĐĂƟŽŶ ƵŶƟů LJŽƵ ǁĞƌĞ ĨŽƵŶĚ͘
you’re concerned about the policies /Ŷ ƚŚĂƚ ƟŵĞ͕ LJŽƵ ĞdžƉĞƌŝĞŶĐĞĚ Ă
ŽĨ ƚŚĞ ŚŽƵƐĞ ĂŶĚ ƚŚĞ ĚŝƌĞĐƟŽŶ ŽĨ ŝƚƐ ƌĞŵĂƌŬĂďůĞ ƌĞǀĞůĂƟŽŶ͘ ŝĚ LJŽƵ ŚĂǀĞ Ă
leadership. ƌĞůŝŐŝŽƵƐ ĞdžƉĞƌŝĞŶĐĞ͕ Žƌ ĚŝĚ LJŽƵ ŚĂǀĞ
an arcane insight into the workings of
4 You’re a member of a small alliance of the universe?
ŝŶĚĞƉĞŶĚĞŶƚ ĂƌƟƐĂŶƐ͘ zŽƵ͛ƌĞ ĮŐŚƟŶŐ
ƚŽ ŬĞĞƉ LJŽƵƌ ĐŽůůĞĐƟǀĞ ĨƌŽŵ ďĞŝŶŐ 4 You’re a librarian. You’ve spent your
crushed by the dragonmarked houses. ĞŶƟƌĞ ůŝĨĞ ŝŶ ƚŚĞ ůĂďLJƌŝŶƚŚ ŽĨ ŬƐ
below Morgrave University. A few
weeks ago you stumbled on a secret
buried in the vaults—something so big
that it’s driven you from your beloved
books and into a life of adventure. Is it
a fragment of the Draconic Prophecy?
ĐŽŵƉůĞdž ƉƵnjnjůĞ ůĞĂĚŝŶŐ ƚŽ ĂŶ ĂŶĐŝĞŶƚ
treasure?

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?
_Q\P \PMQZ LMUIVL[ IVL M`XMK\I\QWV[° IVL aW]Z
actions could tarnish your family’s reputation. 1d4 KƵƚůĂŶĚĞƌ

1d4 EŽďůĞ 1 You were born in the ruins of Fallen and
ŐƌĞǁ ƵƉ ĨĞƌĂů ŝŶ ^ŚĂƌŶ͕ ŚƵŶƟŶŐ ŝŶ ƚŚĞ
1 You’re ashamed of your family. Were ĐŽŐƐ ĂŶĚ ƐĞǁĞƌƐ͘ tŚĂƚ ĮŶĂůůLJ ĚƌĞǁ LJŽƵ
ƚŚĞLJ ǁĂƌ ƉƌŽĮƚĞĞƌƐ͍ ƌĞ ƚŚĞLJ ƚĂŬŝŶŐ ŽƵƚ ŝŶƚŽ ĐŝǀŝůŝnjĂƟŽŶ͍
advantage of refugees? Whatever the
cause, despite being an heir to wealth 2 You served as a mercenary scout in the
and power, you’re currently keeping Last War and followed your comrades
your lineage a secret. to Sharn in the wake of the war.

2 You’re a local celebrity. You delight 3 You were brought to Sharn as a
in slumming in the lower wards, but ĐƵƌŝŽƐŝƚLJ͘ zŽƵ ǁĞƌĞ ĞdžŚŝďŝƚĞĚ ŝŶ ƚŚĞ
wherever you go in Sharn, gossip is ƵƉƉĞƌ ǁĂƌĚƐ ĨŽƌ Ă ƟŵĞ ƵŶƟů ƉĞŽƉůĞ
sure to follow. ŐƌĞǁ ƟƌĞĚ ŽĨ LJŽƵ͘

3 Your family is involved in a long-term 4 zŽƵ ĂƌĞ ĂŶ ĞdžŝůĞ ĨƌŽŵ LJŽƵƌ ŚŽŵĞůĂŶĚ͘
plot to overthrow the monarch of your Did you commit a terrible crime? Was
ŚŽŵĞůĂŶĚ͘ zŽƵƌ ũŽď ŝƐ ƚŽ ĮŶĚ ĐĂƉĂďůĞ your tribe wiped out in a feud? Are you
comrades to help you with your quest following a divine vision?
and to gain the support of other
powerful people.

4 tŚŝůĞ LJŽƵ ĂƌĞ ƐƟůů ƌĞĐŽŐŶŝnjĞĚ ĂƐ Ă
noble, your lands were lost in the war
ĂŶĚ LJŽƵƌ ƟƚůĞ ŝƐ Ăůů ďƵƚ ŵĞĂŶŝŶŐůĞƐƐ͘
ĂŶ LJŽƵ ĮŶĚ Ă ǁĂLJ ƚŽ ƌĞŐĂŝŶ LJŽƵƌ
birthright?

128 CHAPTER 6 | SHARN BACKGROUNDS

SAGE SAILOR

You’re well versed in history and arcane Sharn is one of the most important ports in
lore, and you have a gift for uncovering the Eberron. It’s the gate to the Thunder Sea, and
information you need. What is it that drives your ships come in from across Eberron. Are you a
pursuit of knowledge? local, or did you come to Sharn on a Lhazaar
vessel or an Aereni galleon?
1d4 Sage
1d4 ^ĂŝůŽƌ
1 You’re an untenured researcher at 1 zŽƵ͛ǀĞ ŐŽƚ ĚĞĞƉ ƟĞƐ ŝŶ ^ŚĂƌŶ͘ zŽƵƌ
Morgrave University. You’re fascinated family owns a ship, and you’ve
by history, and you’re desperate to ƐƉĞŶƚ ĂƐ ŵƵĐŚ ƟŵĞ ŽŶ ƚŚĞ ǁĂƚĞƌ ĂƐ
delve into actual ruins. you have on land. Are your people
ŵĞƌĐŚĂŶƚƐ͍ džƉůŽƌĞƌƐ͍ Kƌ ƉƌŝǀĂƚĞĞƌƐ͍
2 People think you’re crazy. Yes, you
ŚĂǀĞ Ă ůŽƚ ŽĨ ƵŶŽƌƚŚŽĚŽdž ƚŚĞŽƌŝĞƐ͘ 2 Your family works the docks in Sharn.
You’re certain that hidden dragons You know everything there is to know
ĂŶĚ ĚŝƐŐƵŝƐĞĚ ĮĞŶĚƐ ĂƌĞ ŵĂŶŝƉƵůĂƟŶŐ about ships, and you know half of the
governments and that the Mourning captains who pass through the port,
was an inside job. And sure, maybe but you’ve never had the chance to
LJŽƵƌ ͞ůŝďƌĂƌLJ͟ ŝƐ Ă ĐŽůůĞĐƟŽŶ ŽĨ ƌŽƫŶŐ take to the open sea.
books and old issues of the Sharn
/ŶƋƵŝƐŝƟǀĞ ƉĂƐƚĞĚ ŽŶ ƚŚĞ ǁĂůůƐ ŽĨ Ă 3 When you were a child, you served as
burnt-out bookstore. But what if you’re Ă ĚĞĐŬŚĂŶĚ ŽŶ Ă ƐŚŝƉ ƚŚĂƚ ĞdžƉůŽƌĞĚ
right? Hmm? the coast of Xen’drik. You saw many
wondrous things… including a secret
3 You’re with the press. You’re a ůŽĐĂƟŽŶ LJŽƵ͛ǀĞ ŶĞǀĞƌ ĨŽƌŐŽƩĞŶ͘ EŽǁ
freelance chronicler for the Sharn you’re a capable adventurer in your
/ŶƋƵŝƐŝƟǀĞ͕ ĂůǁĂLJƐ ŽŶ ƚŚĞ ůŽŽŬŽƵƚ ĨŽƌ own right. Someday you’ll lead a ship
breaking news. You know your history ďĂĐŬ ƚŽ ƚŚĂƚ ĨŽƌŐŽƩĞŶ ĐŽǀĞ͊
and you know how to research a story.
But if you want to make headlines, you 4 You’re an infamous pirate. You never
need to be on the scene for something harmed a Brelish vessel, but you were
big. the terror of the Thunder Sea, raiding
merchants and smugglers alike. At
4 zŽƵ͛ƌĞ ŽŶ ƚŚĞ ĐƵƫŶŐ ĞĚŐĞ ŽĨ ĂƌĐĂŶĞ ůĞĂƐƚ͕ LJŽƵ ǁĞƌĞ͙ ƵŶƟů LJŽƵƌ ĐƌĞǁ
ƚŚĞŽƌLJ͘ ,ŽƵƐĞ ĂŶŶŝƚŚ͕ ƌĐĂŶŝdžͶ ŵƵƟŶŝĞĚ͕ ůĞĂǀŝŶŐ LJŽƵ ŚƵŵŝůŝĂƚĞĚ ĂŶĚ
they’re all idiots. You’re on on the stranded in Sharn. But you are sure
verge of a major discovery (The ŶĞǁ ĨŽƌƚƵŶĞ ůŝĞƐ ũƵƐƚ ĂŚĞĂĚ͊
cause of the Mourning? The nature
of warforged souls? Establishing
Ă ĐŽŶŶĞĐƟŽŶ ƚŽ ŶĞǁ ƌĞĂůŵƐ ŽĨ
ĞdžŝƐƚĞŶĐĞ͍Ϳ ďƵƚ ƚŚĞ ƉŝĞĐĞƐ LJŽƵ ŶĞĞĚ
are out there in the world.

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 ^ŽůĚŝĞƌ 1d4 hƌĐŚŝŶ

1 The war is never over. You know 1 You grew up on the streets of Lower
LJŽƵƌ ĞŶĞŵŝĞƐ ĂƌĞ ƐƟůů ƉůŽƫŶŐ͕ ĂŶĚ ƵƌĂ͘ zŽƵ ŚĂĚ ƚŽ ĮŶĚ Žƌ ƐƚĞĂů ƚŚĞ
you’re going to do whatever it takes things you needed to survive. You
ƚŽ ƉƌŽƚĞĐƚ LJŽƵƌ ŶĂƟŽŶ͘ /Ĩ LJŽƵ͛ƌĞ ŶŽƚ don’t trust anyone or anything…
from Breland, that means serving the ĞdžĐĞƉƚ ƚŚĞ ĨĞǁ ĨƌŝĞŶĚƐ LJŽƵ͛ǀĞ ŵĂĚĞ
ŝŶƚĞƌĞƐƚƐ ŽĨ LJŽƵƌ ŶĂƟŽŶ ŝŶ ^ŚĂƌŶͶ over the years. You’d do anything
whatever those may be. for your friends—even become an
adventurer.
2 You’re an old soldier: you served with
ĚŝƐƟŶĐƟŽŶ ĂŶĚ ƌĞƟƌĞĚ ǁŝƚŚ ŚŽŶŽƌ 2 As an orphan, you were recruited by
decades ago. You’ve got an endless a gang of thieves. The rest of your
supply of stories of your heroic deeds. crew was wiped out in a brutal gang
/ƚ͛Ɛ ďĞĞŶ Ă ůŽŶŐ ƟŵĞ ƐŝŶĐĞ LJŽƵ͛ǀĞ war, and now you’re looking for a
been in combat and your skills are a new team.
ůŝƩůĞ ƌƵƐƚLJ͘ Ƶƚ LJŽƵ͛ƌĞ ƐƵƌĞ ƚŚĂƚ ŝĨ LJŽƵ
pick up a sword, it will all come back 3 You grew up crawling the walls,
to you soon enough. ĂŶĚ LJŽƵ ŬŶŽǁ ƚŚĞ ĐŝƚLJ ďĞƩĞƌ ƚŚĂŶ
anyone. The world’s a ugly place,
3 zŽƵ͛ƌĞ ĂŶ ŽĸĐĞƌ ŽĨ ƚŚĞ LJƌĂŶ ĂƌŵLJ͘ but there’s a lot of wonders in these
You once held a fairly high rank, but towers… and you’re happy to share
LJŽƵƌ ŶĂƟŽŶ ŝƐ ĚĞƐƚƌŽLJĞĚ ĂŶĚ LJŽƵƌ those secrets with your friends.
ƐŽůĚŝĞƌƐ ƐĐĂƩĞƌĞĚ͘ Ž LJŽƵ ƐƟůů ĨĞĞů
bound to protect your people, are you 4 You’re a refugee. You were put in the
only looking out for yourself? camp in High Walls, but no walls can
hold you. Sharn itself is an adventure,
4 zŽƵƌ ƟĞƐ ĂƌĞŶ͛ƚ ƚŽ ƚŚĞ ƚƌĂĚŝƟŽŶĂů and you’re dealing with the horrors
military; they’re to the Sharn Watch. ŽĨ LJŽƵƌ ƉĂƐƚ ďLJ ĞdžƉůŽƌŝŶŐ LJŽƵƌ ŶĞǁ
You were forced out of the Watch by a home.
ŐƌŽƵƉ ŽĨ ĐŽƌƌƵƉƚ ŽĸĐĞƌƐ͘ zŽƵ ƐƟůů ŚĂǀĞ
friends among the guards, but there’s
a lot of bad apples in the barrel. Do
you want to clean up the Watch, or
ĂƌĞ LJŽƵ ĐŽŶƚĞŶƚ ƚŽ ĞŶĨŽƌĐĞ ũƵƐƟĐĞ ŽŶ
your own?

130 CHAPTER 6 | THE SHAPE OF SHARN

THE SHAPE OF SHARN Sharn stands above the Dagger River. It’s an
important port for anyone dealing with Aerenal,
?PMV aW] TQ^M WV \PM QV[QLM TW_ aW] VM^MZ [MM \PM Xen’drik, or Sarlona. Mountains line the shores
[]V 8MWXTM PMIZ »\W_MZ[¼ \PMa \PQVS WN OZIKMN]T WN \PM ,IOOMZ IVL ;PIZV KIV¼\ [XZMIL W]\° [W
TQ\\TM [XQZM[ \PM [WZ\ WN \PQVO aW] [MM XWSQVO ]X QV instead it’s grown ever upward.
\PM KWZVMZ WN aW]Z TWZL¼[ SMMX ?M¼^M OW\ \PW[M IVL
TW\[ WN »MU *]\ \PM NW]VLI\QWV WN \PM KQ\a Q[ \PM ;PIZV Q[ JZWSMV QV\W Å^M ¹Y]IZ\MZ[º" +MV\ZIT
KWZM \W_MZ[ <PM _ITT[ WN \PM[M \W_MZ[ IZM [W \PQKS Plateau, Dura, Menthis Plateau, Northedge, and
aW] KW]TL Å\ aW]Z TWZL¼[ MV\QZM KI[\TM QV WVM Tavick’s Landing. Each of these quarters is a hub
of massive core towers. A web of bridges and
AW]¼^M OW\ aW]Z W]\[QLM LQ[\ZQK\[ _PMZM aW] OM\ \PM platforms connects these vast spires, and a host
WXMV IQZ J]QT\ WV \PM JZQLOM[ IVL XTI\NWZU[ \PI\ of smaller turrets sprout from the edges of the
KWVVMK\ \PM KWZM \W_MZ[ \WOM\PMZ AW]¼^M OW\ \PM core towers. The district of Skyway ÆWI\[ IJW^M
TQ\\TM \]ZZM\[ J]QT\ WV \PM KWZM \W_MZ _ITT[ IVL \PM the highest towers, while the tunnels of the Cogs
JZQLOM[ JM\_MMV AW]¼^M OW\ \PM NWTS QV \PM UQLLTM stretch out below the lower city.
_PW TQ^M IVL _WZS QV \PM _ITT[ \PMU[MT^M[ )VL
\PMV aW]¼^M OW\ \PW[M WN ][ WV \PM QV[QLM W]Z Sharn is a vertical city, and height is a simple
LQ[\ZQK\[ MV\QZMTa KWV\IQVML QV \PM PWTTW_ _MTT WN indicator of status and wealth. Each quarter
I OZMI\ \W_MZ AW] TWWS ]X QV +ITTM[\IV aW] [MM is roughly divided into three levels, and the
\_QVSTQVO TQOP\[ \W JM []ZM *]\ \PW[M IZMV¼\ [\IZ[ KWUJQVI\QWV WN Y]IZ\MZ IVL TM^MT LMÅVM[ I
IVL \PI\ Q[V¼\ \PM [Sa AW]¼ZM TWWSQVO ]X \PZW]OP ward. Thus, wards include Lower Dura, Upper
I UQTM WN JZQLOM[ IVL XTI\NWZU[ KZW[[QVO \PM _MTT Central, and Middle Menthis. This distinction
TWWSQVO ]X I\ \PM LQ[\ZQK\[ IJW^M aW] gives a general sense of the tone of a ward.

AW] TQ^M ]X PQOP aW] KIV \W]KP \PM [Sa 1V \PM • Upper wards are home to the wealthy
UQLLTM aW] KIV [\QTT [MM \PM []V ,W_V WV \PM IVL XW_MZN]T 0MZM aW]¼TT ÅVL \PM ÅVM[\
QV[QLM TW_ ITT _M PI^M Q[ OTWWU IVL \PM KWV[\IV\ goods and the most expensive services. The
LZQX _I\MZ IVL _WZ[M ÆW_QVO NZWU LW_V NZWU \PM typical quality of meals and inns is wealthy
[\ZMM\[ IJW^M ][ or aristocratic, and rough adventurers may
be treated with suspicion. Violence is rare;
Sharn is the largest city in Khorvaire, with a the City Watch is active in these areas, and
permanent population of approximately 210,000 if they’re corrupt, they’re at least taking
people. Humans make up about a third of that bribes from people richer than you.
number, and dwarves are a sixth of it; the rest
is a blend of every race found across Khorvaire. • Middle wards are home to the middle
0ITÆQVO[ MT^M[ IVL OVWUM[ PI^M I [QOVQÅKIV\ KTI[[M[ 0MZM aW]¼TT ÅVL J][\TQVO UIZSM\[
presence in the city, but even kalashtar and and taverns, along with a wide range of
changelings have communities in Sharn. Beyond entertainment and housing. Services range
the permanent population, tens of thousands of from modest to comfortable, with a few
people pass through Sharn every day. Refugees wealthy-grade options tucked away. The
NZWU \PM _IZ [\QTT ÅVL \PMQZ _Ia \W ;PIZV ITWVO City Watch has a presence, but not as
with tourists, spies, merchants, and people strong as in the upper districts.
PWXQVO \W ÅVL \PMQZ NWZ\]VM QV \PM OZIVLM[\ KQ\a QV
Eberron. • Lower wards house the hard-working
laborers, but they’re also home to the
LM[\Q\]\M IVL \PM LM[XMZI\M° ZMN]OMM[
who’ve lost everything in the war, orphans
and urchins who never had anything to
begin with. Modest services can be found,
but overall the lower districts are squalid
IVL XWWZ# I ^Q[Q\WZ QV ÅVM KTW\PM[ UQOP\
attract unwanted attention. The City

CHAPTER 6 | THE SHAPE OF SHARN 131

Watch pays little attention to the lower ^»ù‘ʃ‘«›Ý
districts, making them a haven for criminals
and gangs. 6N\FRDFKHV DUH VPDOO Á\LQJ YHVVHOV 7KH\
come in a wide range of shapes and sizes.
This is a broad stereotype that doesn’t apply to A typical air taxi might resemble a rowboat,
all wards. Dura is a particularly poor quarter, while a touring vessel could be the size of
IVL =XXMZ ,]ZI Q[ M‫ٺ‬MK\Q^MTa I UQLLTM _IZL# a longship and have an enclosed cabin for
meanwhile, Central is a center of wealth and guests.
XW_MZ IVL 4W_MZ +MV\ZIT Q[ IT[W M‫ٺ‬MK\Q^MTa I
middle ward. 8QOLNH DLUVKLSV VN\FRDFKHV GRQ·W PDNH
use of bound elementals. Sharn is located in
Each ward is further subdivided into districts, a manifest zone that enhances magics tied
VMQOPJWZPWWL[ LMÅVML Ja IV MKWVWUQK ZWTM I WR ÁLJKW DQG OHYLWDWLRQ DQG WKLV LV ZKDW PDNHV
[XMKQÅK KWUU]VQ\a WZ JW\P 4W_MZ 6WZ\PMLOM both skycoaches and the towers themselves
includes the districts of Stonegard, Longstairs, possible. If a skycoach is taken more than a
and North Market. Lower Dura includes seven mile away from Sharn, its enchantments will
distinct districts. This book doesn’t delve deeply fail and it will crash.
into unique features of each district; the broad
ÆI^WZ WN I _IZL Q[ MVW]OP \W LZQ^M IV IL^MV\]ZM House Lyrandar maintains and licenses
If you’d like to know more about the districts of most of the skycoaches in Sharn, but you
Sharn—along with more information about its GRQ·W KDYH WR KDYH WKH 0DUN RI 6WRUPV
many factions, plots, and locations—refer to the to pilot an skycoach. It does require
sources presented in the Appendix. VSHFLDOL]HG WUDLQLQJ³D WRRO SURÀFLHQF\ ZLWK
DLU YHKLFOHV³VR LI \RX·UH SODQQLQJ WR VWHDO DQ
GETTING AROUND DLUVKLS \RX·OO QHHG WR PDNH VXUH \RX·YH JRW
someone who can pilot it.
Sharn is an enormous city and traveling from
one side to the other can be quite an ordeal. As a Traveling from district to district involves
ZW]OP O]QLMTQVM° lots of bridges and ramps, along with magic
TQN\[¸^I[\ ÆWI\QVO LQ[S[ \PI\ [TW_Ta I[KMVL IVL
• It takes up to 30 minutes to move around descend along threads of mystical energy. Lifts
within a particular ward. are designed to move cargo and can be up to 30
feet in diameter. Most lifts have rails but aren’t
• If you’re traveling between wards, add 30 N]TTa MVKTW[ML# _PMV ÅOP\QVO WV I TQN\ X][PQVO
minutes for each ward you pass through. [WUMWVM W‫\ ٺ‬PM MLOM Q[ IT_Ia[ I XW[[QJQTQ\a
Should this happen to you, the section on falling
• Dura and Tavick’s Landing are especially later in this chapter may prove useful!
large; double the time to move through one
of these quarters. There are many ways to speed up travel
in Sharn. House Orien manages a system of
So traveling from Lower Menthis to Upper coaches; taking an Orien coach cuts travel
Central involves passing through three wards time in half and costs 2 CP per ward travelled.
(Lower Menthis to Lower Central, then Flight is the prefered way to get through Sharn,
ascending two levels) and can take up to 90 cutting travel down to a sixth of the usual time
minutes. If you want to add a little color to your (5 minutes per ward). It’s also more expensive:
travels, you can roll on the Street Encounters 2 SP per ward involved. The most common
tables when you pass through a district. The NWZU WN ÆQOP\ Q[ \PM [SaKWIKP J]\ UIVa ÆaQVO
Central quarter is only connected to Northedge mounts can also be encountered in Sharn:
and Menthis, and there’s no bridges between PQXXWOZQ‫ [ٺ‬OZQ‫ٺ‬WV[ OTQLM_QVO[ I [UITT <ITMV\IV
Dura and Northedge. pteranodon), and giant owls can all be found
around the city.

132 CHAPTER 6 | THE SHAPE OF SHARN

CHAPTER 6 | CENTRAL PLATEAU QUARTER 133

CENTRAL PLATEAU QUARTER houses. Rounding things out, the district of
Sovereign Towers is home to Sharn’s greatest
The power and wealth of Sharn are concentrated monuments of faith, including the Pavilion of
in the Central Plateau. It’s the safest place in the Host (Sovereign Host) and the Cathedral of
the city, combining the most capable units the Cleansing Flame (Silver Flame). While it’s a
of the City Watch with the headquarters of middle ward, services are comfortable to wealthy
Sharn’s elite forces. Whether you’re looking to in quality.
deal with powerful merchants, city councilors,
dragonmarked barons, or the ambassadors of LOWER CENTRAL
other nations, Central Plateau is a place where
deals are made and gold changes hands. This district is peaceful and largely residential;
it’s the safest and most pleasant of the lower
UPPER CENTRAL wards. Services are largely comfortable in quality,
and the Sharn Watch is plentiful and well paid.
*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
temple of Kol Korran—is the heart of Sharn’s Attend an Auction. The Aurora Gallery
ÅVIVKQIT LQ[\ZQK\ IVL \PM TWKI\QWV WN 0W][M =XXMZ +MV\ZIT Q[ \PM ÅVM[\ I]K\QWV PW][M QV
3]VLIZIS¼[ TIZOM[\ JIVS° ITWVO _Q\P \PM Sharn and specializes in auctions of exotic magic
legendary Kundarak Vaults. Upper Central items and relics from Xen’drik. You never know
houses the mansions and estates of powerful what’s going to be available—or who will be
nobles, along with businesses that cater to them. bidding against you.
Between the Sharn Watch and private security
forces, this is a bad place to start trouble, and Plan a Heist. Rob the Kundarak Bank of
player characters who appear suspicious may be Sharn (Upper Central) or the Brelish Museum of
challenged by guards. Fine Art (Middle Central).

MIDDLE CENTRAL Go to Jail. The Citadel in Middle Central is
also Sharn’s high-security prison.
A center for intrigue and espionage. The
district of Ambassador Towers includes Pray. The primary temples of the Sovereign
embassies and consulates from the Thronehold Host and the Silver Flame are located in Middle
Nations, along with Aerenal and Sarlona. +MV\ZIT ITWVO _Q\P I PW[\ WN [PZQVM[ \W [XMKQÅK
Ambassador Towers is also home to the King’s Sovereigns and lesser faiths. Take part in a
Citadel, headquarters of Brelish intelligence. festival or drop in for some spiritual guidance!
Across the ward, the district of Dragon Towers
holds the primary enclaves of the dragonmarked Espionage! Whether you work for your
nation or get entangled in the schemes of the
dragonmarked houses, there’s a lot of powerful
people in Middle Central with a use for capable
agents.

134 CHAPTER 6 | CENTRAL PLATEAU QUARTER

DURA QUARTER QV \PM _IZL# \PQ[ WTL QVV _I[ \PM ÅZ[\ /PITTIVLI
enclave in Sharn, and it also has modest and
Sharn began with Dura, but the city has left poor rooms for the common folk of Dura.
it behind. Dura is the oldest quarter of Sharn,
and many consider it to be a blight on the LOWER DURA
City of Towers. There are cracks in the stones
and places where enchantments have failed The district of Precarious is the gateway to
and never been restored. Dura is riddled with +TQ‫[ٺ‬QLM IVL \PM LWKS[ WN ;PIZV <PM ;PIZV
poverty and crime, and overall, it’s the most Watch maintains an active presence in Precarious,
dangerous section of the city. But it also holds securing passage to the docks and watching the
WXXWZ\]VQ\QM[ aW] KIV¼\ ÅVL IVa_PMZM MT[M° many warehouses. The rest of Lower Dura has
and if you’re looking for smuggled goods or a been left to rot. Ignored by the Watch, it is the
place to lay low, head to Dura. domain of gangs and crimelords. The district
of Fallen is a haunted ruin; this temple district
UPPER DURA _I[ IJIVLWVML IN\MZ I ÆWI\QVO \W_MZ KWTTIX[ML
onto it. Malleon’s Gate is home to the goblins of
This ward is full of life, home to talented artisans Sharn, along with other monstrous immigrants
and successful merchants. There’s a seedy from Droaam and Darguun. Callestan is a center
edge to Upper Dura, and in general it has the for criminal activity.
qualities of a middle ward. But it’s a place that
_MTKWUM[ ITT UIVVMZ WN [][XQKQW][ K][\WUMZ[° THINGS TO DO IN DURA
_PQKP UISM[ Q\ I PI^MV NWZ IL^MV\]ZMZ[ +TQ‫\ٺ‬WX
is a home away from home for explorers and Talk About the Race. The inhabitants of Dura
mercenaries. The Sharn Watch maintains a are devoted to the Race of Eight Winds and are
fortress garrison in Daggerwatch. The Highhold always willing to discuss the latest news.
district is an upscale dwarven neighborhood;
it’s said that the strongest spirits in Sharn are Gamble. Legal gambling is heavily taxed and
served at Morragin’s Tavern. Hope’s Peak is limited in its scope. Dura is home to a wide range
a temple district, notable for the Citadel of the WN [PILQMZ IVL UWZM XZWÅ\IJTM OIUM[
Sun. Dedicated to Dol Arrah, this church is
considered to be a true bastion of light. Finally, Go Shopping. If you’re looking for expensive
the Overlook district is home to most of the goods shop elsewhere. But the Bazaar of Middle
kalashtar in Sharn. Dura is an excellent source for M`W\QK OWWL[°
TMOIT WZ W\PMZ_Q[M +TQ‫\ٺ‬WX KI\MZ[ \W IL^MV\]ZMZ[
MIDDLE DURA and has a reasonable selection of magical goods.

Middle Dura caters to the working class of Sharn. A Little Crime. Looking for a fence? Need
It’s inns and taverns are modest in price, but \W ÅVL I [U]OOTMZ WZ IV I[[I[[QV' ,W aW] _IV\
there’s gold among the dross. The Bazaar is the to set up a meeting with a Boromar lieutenant?
largest commercial district in Sharn, though it’s Lower Dura is the nexus for criminal activities
certainly shadier than the other major markets in Sharn.
in the city. Middle Dura is home to a host of
inns and taverns. The King of Fire is a popular ;]‫ٺ‬MZ ) <MZZQJTM )KKQLMV\ The Sharn
tavern and reputable gambling establishment. Watch ignores Lower Dura, and even in the
Ghallanda Hall has the only comfortable rooms higher wards they’re spread thin. There are even
stories of dragonmarked houses and mad wizards
conducting dangerous experiments in Lower
,]ZI° _PW¼[ OWQVO \W [\WX \PMU'

CHAPTER 6 | DURA QUARTER 135

MENTHIS PLATEAU QUARTER that said, the people of Middle Menthis are
law-abiding folk; if you’re looking for spellcasters
The hub of Sharn’s entertainment industry and to help you with illegal activities or want to sell
home to Breland’s largest university, Menthis stolen artifacts, you should turn to Lower Dura.
Plateau is one of the most diverse quarters in
Sharn. Whether you’re looking for classical LOWER MENTHIS
\PMI\MZ I ÅVM JWWS[\WZM WZ IV QTTMOIT ÅOP\QVO
ZQVO 5MV\PQ[ PI[ [WUM\PQVO \W W‫ٺ‬MZ Providing cheap entertainment to the masses,
4W_MZ 5MV\PQ[ Q[ KZW_LML 1\¼[ ÅTTML _Q\P [SM\KPa
UPPER MENTHIS taverns and theaters ranging from the innocent to
the risque. There are gambling halls, brothels, and
Elegant and civilized, Upper Menthis is home spontaneous performances in the streets. Lower
\W NW]Z WN \PM ÅVM[\ \PMI\MZ[ QV *ZMTIVL" <PM 5MV\PQ[ Q[ IT[W PWUM \W \PM *]ZVQVO :QVO I ÅOP\
cutting-edge Art Temple, colorful Khavish club where spectators bet on amateur gladiators.
Theater, traditional Grand Stage, and the open- Technically illegal, the Burning Ring moves
air Stargazer Theater, along with the Kavarrah around the ward. Competitors are armed but
Concert Hall. It’s the location of Morgrave unarmored; matches continue until a contestant
University. It includes upscale shops with a focus yields, but fatalities do happen.
WV ÅVM NWWL IVL NI[PQWV# \PM UW[\ ZMUIZSIJTM
OTIUMZ_MI^M in Sharn can be found in Den’iyas, THINGS TO DO IN MENTHIS PLATEAU
a gnome district known as “Little Zilargo.”
Adventurers who visit Den’iyas should be careful Consult a Sage. Morgrave University may not
not to get involved in the many intrigues and feuds JM \PM ÅVM[\ QV[\Q\]\M WN TMIZVQVO QV 3PWZ^IQZM J]\
that play out between the gnome residents. Q\¼[ \PM JM[\ ;PIZV PI[ \W W‫ٺ‬MZ ?PM\PMZ aW] _IV\
to conduct your own research in the library or to
MIDDLE MENTHIS ÅVL I [XMKQITQ[\ QV OWJTQV PQ[\WZa WZ \PM \PMWZa WN
manifest zones, Morgrave is your best option.
This ward is the most diverse in Sharn, and
includes communities drawn from across Show Business. Menthis has a host of
Khorvaire. The Little Plains district draws performance venues, from the Grand Stage to the
PITÆQVO QUUQOZIV\[ NZWU \PM <ITMV\I 8TIQV[ many taverns of Lower Menthis. Spontaneous
Cassan Bridge PI[ I [QOVQÅKIV\ XWX]TI\QWV WN street performances are common throughout the
orcs and half-orcs from the Shadow Marches. quarter. In addition to enjoying the entertainment,
Immigrants from the Lhazaar Principalities aW] KW]TL IT_Ia[ \Za \W ÅVL _WZS¸MQ\PMZ
have settled in Warden Towers. And Smoky showcasing your artistic talents on stage or
<W_MZ[ PIL I [QOVQÅKIV\ +aZIV KWUU]VQ\a M^MV displaying your prowess in the Burning Ring.
before the Last War; this has become a haven
for Cyrans wealthy enough to avoid the refugee Join an Expedition. Scholars at Morgrave
camps of High Walls. This results in a diverse often sponsor expeditions to Xen’drik and into
array of cuisine, entertainment, and services the ruins below Sharn. Cyran nobles in Smoky
drawing on the traditions of these places. Towers look for brave souls to venture into the
Mournland to reclaim lost treasures.
The Everbright district may be of particular
interest to adventurers. This is a hub for mystical Cultural Exchange. Den’iyas brings a touch
goods and services. There’s a wide assortment of WN BQTIZOW \W ;PIZV AW] UQOP\ ÅVL I KTI_NWW\
magewrights, and the shops have a good selection raptor running down the streets in Little Plains,
of common and uncommon magic items. With or a Gatekeeper druid casting bones on Cassan
Bridge.

136 CHAPTER 6 | MENTHIS PLATEAU QUARTER

NORTHEDGE QUARTER LOWER NORTHEDGE

The residential area is the quietest quarter of ?PQTM XWWZ 4W_MZ 6WZ\PMLOM Q[ I [QOVQÅKIV\ [\MX
;PIZV )\ ÅZ[\ OTIVKM \PMZM¼[ TQ\\TM \W I\\ZIK\ up from the slums of Lower Dura. The people
adventurers, unless you’re interested in quality of Lower Northedge don’t look for trouble, and
real estate. On the other hand, you never know they don’t like it coming to their doorstep. North
when this charming and innocuous quarter could Market is one of the largest markets in Sharn,
be hiding a nefarious cult or devilish plot! though it specializes in simple, everyday goods.
The Stoneyard LQ[\ZQK\ PI[ I [QOVQÅKIV\ [PQN\MZ
UPPER NORTHEDGE population; the Rat’s Nest is a tavern catering to
shifters, while the Bear’s Rest is a shifter inn.
This is the perfect place for the noble who can
I‫ٺ‬WZL I UIVWZ QV \PM KTW]L[ J]\ _IV\[ \W I^WQL THINGS TO DO IN NORTHEDGE
the bustle of Upper Central. It’s also home to
most of the elves of Sharn. In particular, the Settle Down. If you’re looking for a place
district of Shae Lias is a bastion of Aereni culture to live in Sharn, Lower Northedge combines
and traditions. The heart of Shae Lias is Gates reasonable quality and price with more security
of Passage, which serves as the Aereni embassy than Lower Dura.
and a temple to the Undying Court. The Oaks is
WVM WN \PM ÅVM[\ ZM[\I]ZIV\[ Q[ ;PIZV IZQ[\WKZI\QK Die in Style. The elves of Shae Lias are
Y]ITQ\a° I\ IZQ[\WKZI\QK XZQKM[ <PM >MQT WN experts in funerary customs and embalming. In
Flesh specializes in body art, both traditional addition, Mayne Jhaelian of the Gates of Passage
tattoos and temporary illusions woved directly is one of the few people in Sharn capable of
into the skin. raising the dead.

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

CHAPTER 6 | NORTHEDGE QUARTER 137

TAVICK’S LANDING QUARTER • Inhabitants must dress “in a manner
that upholds the solemn dignity of this
If you come to Sharn by land or air, you’ll enter XZW]L _IZL º *TILMUIZS[ IVL W‫ٻ‬KMZ[ WN
the city through Tavick’s Landing. The quarter the Watch can choose how to interpret
took on a martial aspect during the Last War, this. Typically, armor is considered
and this can still be felt today. On the positive inappropriate unless you’re tied to House
side, the Watch Commander Iyanna ir’Talan has Deneith, the Sharn Watch, or you’ve served
OWVM \W OZMI\ M‫ٺ‬WZ\[ \W X]ZOM KWZZ]X\QWV QV \PM with the Brelish military. Anyone held to be
local garrisons of the Sharn Watch; this is one of in contempt of this law is escorted out.
the few districts where the Watch is both helpful
and competent. On the downside, citizens of any • )Va [WZ\ WN ]VZ]Ta JMPI^QWZ¸ÅOP\QVO
nation that fought against Breland during the [PW]\QVO QV \PM [\ZMM\[ M\K¸MIZV[ I ÅVM WN
war may be greeted with suspicion or hostility. up to 5 gp and temporary expulsion from
the ward.
UPPER TAVICK’S LANDING
For those willing to put up with these restrictions,
<PQ[ _IZL Q[ M‫ٺ‬MK\Q^MTa I [MTN KWV\IQVML KQ\a =XXMZ <I^QKS¼[ 4IVLQVO PI[ UIVa ÅVM NMI\]ZM[
KI\MZQVO \W \PM VWJTM[ \PI\ TQ^M \PMZM 1\ PI[ ÅVM Wyredd’s Spirits is the best source for wine in
housing, skilled services, a luxurious mercantile Sharn. The Crystals of Denion buys and sell rare
district, and even an entire district—Sunrise— magic items, though it only has a handful of such
devoted to the [MZ^IV\[ of the nobles. Services items at any given time; it also sells expensive
and lodging in Sunrise are poor to modest, as magical works of art. Transmutation is the name
opposed to the wealthy to aristocratic goods of a renowned beauty salon. House Deneith
found elsewhere in the district. During the war, UIQV\IQV[ I NWZ\QÅML OIZZQ[WV IVL \ZIQVQVO NIKQTQ\a
fears of attacks by foreign agents resulted in the in the Copper Arch district. To get licenses for
M[\IJTQ[PUMV\ WN I V]UJMZ WN TI_[ \PI\ I‫ٺ‬MK\ weapons or spellcasting, you’ll have to go to the
adventurers. courthouse in the Twelve Pillars district.

• The soldiers of House Deneith have full MIDDLE TAVICK’S LANDING
authority to act as agents of the Sharn
Watch within Upper Tavick’s Landing, In contrast to the upper ward, Middle Tavick’s
and a hundred elite Blademark mercenaries Landing welcomes travelers and tourists. There’s
maintain checkpoints at the district’s edges. a host of lively taverns and excellent inns.
The Cornerstone is a massive arena that hosts
• You need a license to carry a weapon in everything from circuses to aerial jousting. The
Upper Tavick’s Landing. This costs only 5 Deathsgate district caters to adventurers, much
gp, but you’ll have to plead your case to a TQSM \PM +TQ‫\ٺ‬WX LQ[\ZQK\ WN =XXMZ ,]ZI 4QSM
clerk; it’s generally understood that this is +TQ‫\ٺ‬WX Q\ PI[ IV IL^MV\]ZMZ¼[ O]QTL¸\PW]OP
a tool to keep undesirables out of the ward. the Deathsgate Guild has a dark reputation,
Any Blademark or member of the Watch IVL Q\[ UMUJMZ[ WN\MV XQKS ÅOP\[ _Q\P +TQ‫\ٺ‬WX
can demand to see your license and may adventurers. House Jorasco has a large house of
KWVÅ[KI\M ]VI]\PWZQbML _MIXWV[ healing in the ward, and House Deneith has a
recruiting station for would-be mercenaries. The
• You also need a license to cast spells in the Graywall district has deep roots in Karrnathi
ward. This costs 10 gp and you must specify culture that predate the Last War, and Slogar’s
\PM [XMTT[ aW] _Q[P \W KI[\ ) ÅVM KIV JM and The Bloody Mug are places where you
levied for any unauthorized use of magic. KIV ÅVL JTWWL [I][IOM IVL 6QOP\_WWL ITM
Tavick’s Market is one of Sharn’s main market

138 CHAPTER 6 | TAVICK’S LANDING QUARTER

districts; it’s right above Terminus station and
is a source for produce and goods brought in by
local farmers.

LOWER TAVICK’S LANDING

Visitors arrive at Wroann’s Gate or Terminus,
but they leave through Black Arch, the gateway
\W \PM ZM[\ WN ;PIZV <PQ[ Q[ I PMI^QTa NWZ\QÅML
garrison district, designed to withstand a full
siege. The ward includes other services catering
to travelers; the Dragoneyes district is a maze
of taverns, inns, brothels, and gambling halls.
Dragoneyes is also noteworthy for having one of
the few changeling communities in Breland.

These days, Lower Tavick’s Landing is best
known for High Walls—a former residential
district converted into a home for refugees from
\PM 4I[\ ?IZ 0QOP ?ITT[ Q[ ÅTTML XI[\ KIXIKQ\a
mostly with Cyrans displaced by the Mourning.
Today, the gates are open; but High Walls is
designed to serve as a fortress prison if need be,
and the Sharn Watch keeps an eye out for any
signs of unrest.

THINGS TO DO IN TAVICK’S LANDING

Gamble ,ZIOWVMaM[ Q[ ÅTTML _Q\P WXXWZ\]VQ\QM[
to lose your wages, both in established halls and on
street corners. One especially noteworthy venue
is Chance. If you believe the rumors, Chance can
arrange and cover almost any sort of contest.

Hug a Shifter. Middle and Lower Tavick’s
Landing are home to much of Sharn’s shifter
population. Middle Tavick’s Landing has the
WVTa W‫ٻ‬KQIT KW]Z\ NWZ \PM [PQN\MZ [XWZ\ PZIbPIS.

Find Refuge. While most of the refugees in
High Walls come from Cyre, the district is a
haven for anyone displaced in the war, including
Brelish victims of the war. It’s over-crowded and
resources are stretched thin. Tensions are high,
and there are feuds and power struggles among
the refugees. If you’re from Cyre, you might have
a cot in High Walls with your name on it; even if
you don’t, you could have friends or family living
in High Walls.

CHAPTER 6 | TAVICK’S LANDING QUARTER 139

SHARN: ABOVE AND BELOW the elemental powers of the infamous Halas
Tarkanan and his consort, the Lady of the
<PM Å^M Y]IZ\MZ[ WN ;PIZV UISM ]X \PM J]TS WN Plague. It’s said that vile powers still linger in
the city, but here are additional regions that you these ruins, and for this reason King Galifar I
may wish to explore during your time in Sharn. had all passages to this undercity sealed with
gates of metal and magic. These portals remain
SKYWAY sealed today, and it’s illegal to tamper with them.
But it’s generally assumed that there may be
<PMZM IZM I V]UJMZ WN ÆWI\QVO \W_MZ[ WZJQ\QVO many treasures hidden in the ruins of Old Sharn,
the upper wards of Sharn, but these are dwarfed along with untold secrets of the past.
Ja ;Sa_Ia IV MV\QZM LQ[\ZQK\ \PI\ ÆWI\[ IJW^M
and between Central Plateau and Menthis THE COGS
8TI\MI] *]QT\ WV IV Q[TIVL WN [WTQLQÅML KTW]L[
Skyway holds the estates of the wealthiest people The Cogs lie deep below Sharn, below
in Khorvaire—nobles whose feet need never the sewers and even beyond the Depths.
touch the ground. Skyway contains a host of Incorporating natural tunnels and ancient goblin
aristocratic boutiques and restaurants, along with Z]QV[ ;\ZMIU[ WN .MZVQIV TI^I ÆW_ JMVMI\P
astonishing mansions. Chief among these is Tain Sharn, and over the centuries House Cannith
Manor, home to most powerful family in Sharn. has helped Breland establish vast foundries
Celyria ir’Tain is the queen of high society. She that tap this mystic resource. Ashblack and
holds a ball at the manor each month, and the Blackbones are industrial districts, largely
guest list at the Tain Gala LMÅVM[ \PM [WKQIT WZLMZ inhabited by warforged laborers and miserable
in the city. If you need to mingle with celebrities, workers of other races. It’s said that House
ÅVL I _Ia \W _ZIVOTM IV QV^Q\I\QWV \W \PM <IQV Cannith maintains a massive forgehold in the
/ITI )VL QN aW]¼ZM TWWSQVO \W X]TT W‫ ٺ‬I PMQ[\ WV depths, and that this is where Baron Merrix
some of the richest people in Eberron, Skyway is d’Cannith conducts his arcane experiments.
the place to start. In addition, The Red Hammer is Sharn’s only
\I^MZV KI\MZQVO [XMKQÅKITTa \W _IZNWZOML
CLIFFSIDE
Beyond Ashblack and Blackbones lies
This small ward contains the docks of Sharn. Khyber’s Gate, a maze of tunnels and
Cargo is hoisted up to the city with magical tenements carved into the stone. The Sharn
cranes, and people take levitating lifts. All Watch has no presence in Khyber’s Gate,
\ZI‫ٻ‬K QV\W ;PIZV XI[[M[ \PZW]OP \PM LQ[\ZQK\ WN and the closest thing to an authority is the
8ZMKIZQW][ QV 4W_MZ ,]ZI IVL +TQ‫[ٺ‬QLM PI[ criminal organization known as Daask. Many
much in common with Lower Dura. It’s rough of the inhabitants of the Gate are goblins and
IVL XWWZ ÅTTML _Q\P [IQTWZ[ IVL LWKS_WZSMZ[ 7V immigrants from Droaam, but it’s also home to
\PM W\PMZ PIVL [WUM XMWXTM [_MIZ \PI\ +TQ‫[ٺ‬QLM fugitives and other desperate people. You can
PI[ \PM ÅVM[\ \I^MZV[ QV ;PIZV ÅVL UIL K]T\Q[\[ ]VLMIL IVL M^MV LMUWV[
along with a handful of hermits and visionaries
THE DEPTHS seeking to escape the city above. Shamukaar is
the most successful tavern in Khyber’s Gate. This
Sharn was built on the foundations of an older bar is a safe haven for all within it, regardless of
city, which was itself built atop goblin ruins. species or politics; once you make it through the
This old city was destroyed by dark magic— door, you can breathe easy.

140 CHAPTER 6 | SHARN: ABOVE AND BELOW

THINGS TO DO IN SHARN The Day of Mourning (20 Olarune). The
nation of Cyre was destroyed four years ago
Sharn is the largest and most cosmopolitan city on the Day of Mourning. While the Mourning
in Khorvaire. Covering all the things that you had an impact on everyone in Khorvaire, this
KW]TL LW QV ;PIZV KW]TL ÅTT IV MV\QZM JWWS IVL day is especially important for Cyran survivors.
does, as covered in the Appendix!). But here’s It is a time when Cyrans come together to
a few things you might want to do during your remember their lost kingdom. Some tell stories
time in Sharn. or sing traditional songs, ensuring their culture
isn’t forgotten. Others seethe with anger at the
CELEBRATE enemies who brought Cyre to this place, and it
can be a time for riots or violence.
There’s always a celebration in Sharn, whether
it’s a parade in a single district or a festival across Fathen’s Fall (25 Barrakas) commemorates a
the entire city. Here’s a few to put on your priest of the Silver Flame martyred while exposing
calendar. hidden lycanthropes in Sharn. It is a time when
followers of the Flame come together, but often
The Ascension (1 Sypheros). A celebration of causes tensions with the shifter community.
\PM [IKZQÅKM WN <QZI 5QZWV _PW OI^M PMZ TQNM \W
serve as the Voice of the Silver Flame. There are The Hunt (4 Barrakas). In honor of the
services at all Silver Flame churches and shrines, ;W^MZMQOV *ITQVWZ I ÅMZKM JMI[\ Q[ JZW]OP\ \W
IVL \PM NIQ\PN]T IZM MVKW]ZIOML \W ÅVL [WUM _Ia the city and released into an isolated section of
to help their communities. the Depths. Anyone can participate in the Hunt
by making a donation of 5 gp; the hunter (or
Aureon’s Crown (26 Dravago). A celebration hunting party) who brings down the beast wins a
of knowledge. Elders share their knowledge purse of 500 gp and the blessing of Balinor. The
with the young. Morgrave University holds its Hunt can vary; some years multiple beasts are
graduate services on this day, and there are released and the hunter who catches the most of
public lectures at the Great Hall of Aureon in them is marked as the victor. Often, though, the
Upper Menthis. other hunters are a greater threat than the beast!

Boldrei’s Feast (9 Rhaan) is a celebration of Long Shadows (26-28 Vult). It’s said that the
community. There are gatherings across the city, power of the Shadow—sinister deity of the Dark
and the wealthy compete to throw the grandest Six—is at its height on these three nights. Wise
parties. people spend these nights indoors with friends,
but those who celebrate the darkness may take to
Brightblade (12 Nymm). The festival of Dol the streets to prey on the weak and foolish.
,WZV KMTMJZI\ML IKZW[[ \PM KQ\a _Q\P XZQbMÅOP\[
wrestling matches, archery contests, and other The Race of Eight Winds (23 Lharvion)
tests of strength and skill. This culminates with a is an aerial race that takes place around Dura
grand contest of champions at the Cornerstone in Quarter. See the sidebar for more information.
Middle Tavick’s Landing.
Sun’s Blessing (15 Therendor). The festival
Crystalfall (9 Olarune). During the Last War, of Dol Arrah, this is a day of peace and a time
[IJW\M]Z[ KI][ML I ÆWI\QVO \W_MZ \W NITT QV\W NWZ MVMUQM[ \W ÅVL I XMIKMN]T ZM[WT]\QWV \W \PMQZ
Lower Dura. This devastation can still be seen KWVÆQK\[ 1\¼[ WVM WN \PM [INM[\ LIa[ QV \PM KQ\a
today in the district now known as Fallen. On
9 Olarune, people gather to commemorate this The Tain Gala (First Far of each month). The
tragedy. There’s a tradition of crafting elaborate ir’Tains are the richest and most powerful family
ice sculptures and throwing them into the Dagger in Sharn. Each month, Celyria ir’Tain holds a
River. JITT I\ PMZ ;Sa_Ia UIV[QWV <PM O]M[\ TQ[\ LMÅVM[
the social order of the city; those families with
permanent invitations—known as the Sixty—are

CHAPTER 6 | THINGS TO DO IN SHARN 141

the royalty of Sharn. However, Celyria does COMMUNICATE
invite unusual guests each month, and an up-
and-coming entertainer or a renowned folk hero Need to get a message to someone? If you’re
might get the call! not in a hurry, the Orien post has boxes across
the city; you can mail a letter for 1 cp. Hiring
Thronehold (11 Aryth) is the day that the a courier generally costs between 5 cp to 5 gp,
<ZMI\a WN <PZWVMPWTL W‫ٻ‬KQITTa MVLML \PM 4I[\ depending on the size of the package and where
War. This year (998 YK) is only the third time aW] VMML Q\ LMTQ^MZML AW] KIV ÅVL ;Q^Q[ UM[[IOM
this event has been celebrated, and the Lord stations in every upper and middle ward, and if
Mayor of Sharn has promised a truly epic festival. you absolutely have to get a message to someone
instantly, the Sivis enclave in Dragon Towers
Wildnight (18-19 Sypheros). Supposedly the (Middle Central) can perform [MVLQVO for 200 gp.
Fury—Sovereign of Passion and Madness—
reaches the height of her power on this night. House Tharashk has brought a new innovation
Emotions run high and impulse control runs to message delivery in Sharn: gargoyles.
low. Shy and superstitious folk stay indoors, Tharashk has licensed a score of gargoyles, and
while others see it as a time to cast aside all \PM[M ÆaQVO KW]ZQMZ[ IZM I Y]QKS _Ia \W OM\ I
QVPQJQ\QWV[ <PM [\ZMM\[ ÅTT _Q\P ZI]KW][ ZM^MTZa message across the city. If you spot a gargoyle
IVL _QTL KMTMJZI\QWV[ [\ZM\KP QV\W \PM VQOP\° aW] KIV ÆIO Q\ LW_V IVL Q\ KW[\[ OX \W LMTQ^MZ I
though riots, brawls, and other crimes are all letter or small package.
too common on Wildnight.

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

Legends say King Galifar II used Dura as a Sharn is the City of Towers, but it’s also a city
proving ground for aerial cavalry. Over the of bridges and balconies. These can be extremely
centuries this evolved into the sporting event narrow or remarkably wide. There are entire
known as the Race of Eight Winds. Dura districts largely spread across vast bridges. While
is divided into eight regions for the race, there are walls and rails on most bridges, there’s
each of which is represented by a particular always the chance that your time in Sharn will
creature. The beasts of Lower Dura include end with someone going over the edge. So, what
the Gargoyle, the Glidewing, and the Griffon. does that mean?
0LGGOH 'XUD ÀHOGV WKH 2ZO WKH +DZN
and the Eagle. Upper Dura supports the <PW[M _PW KIV I‫ٺ‬WZL Q\ ][]ITTa KIZZa I NMI\PMZ
Hippogriff and the Pegasus. token (see chapter 5) as insurance. No token?
Don’t panic! Because of the maze of bridges and
The race takes place on the 23rd day of spans connecting the towers, there’s an excellent
Lharvion, but the inhabitants of Dura are chance that you won’t fall more than a hundred
devoted to the event. Preparations and feet before hitting a lower bridge. While this
debates are ongoing throughout the year, may seem like small comfort, the major bridges
and as the race grows closer there are in the upper and middle wards are enchanted
feasts, parades, and ever more serious with NMI\PMZ NITT enchantments that trigger
arguments between the people of different I]\WUI\QKITTa° SMMXQVO aW] NZWU KZ][PQVO IV
districts. The race is an easy topic of innocent passerby in your fall.
conversation with anyone from Dura, but
professing support for the wrong beast can Of course, there are many things that could
be a dangerous thing. 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 &ĂůůŝŶŐ ŝŶ ^ŚĂƌŶ
1
2 You fall hundreds of feet before
striking the ground at the base of
3 the towers.
4
zŽƵ ĨĂůů ϯĚϲdžϭϬ ĨĞĞƚ ďĞĨŽƌĞ ƐƚƌŝŬŝŶŐ
5 a bridge. A major bridge in an upper
6 or middle ward will have a feather
7 fall enchantment, otherwise it’s
8 going to be a hard landing.
9
zŽƵ ĨĂůů ϮĚϰdžϭϬ ĨĞĞƚ ĂŶĚ ůĂŶĚ ŝŶ Ă
10 passing skycoach. Do you crush an
innocent passenger?

zŽƵ ĨĂůů ϰĚϰdžϱ ĨĞĞƚ ĂŶĚ ƐƚƌŝŬĞ ĂŶ
ŽƵƚĐƌŽƉƉŝŶŐ͕ ŇĂŐƉŽůĞ͕ Žƌ ƉƌŽũĞĐƟŶŐ
ƐƚĂƚƵĞ͘ /Ĩ LJŽƵ ƐƵƌǀŝǀĞ͕ LJŽƵ͛ƌĞ ƐƟůů
stranded on the edge of a tower or
bridge.

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

A giant owl catches you… and
threatens to drop you if it doesn’t
get a reward.

zŽƵ ĐĂŶ ŇLJ͊ ĐƚƵĂůůLJ͕ Ă ŶĞĂƌďLJ
magewright cast ĨĞĂƚŚĞƌ ĨĂůů to save
you, but for a moment it feels like
LJŽƵ ĐĂŶ ŇLJ͘

You strike a small air elemental that
was drawn to the city. This cushions
your fall… but now you’re on top of
an air elemental.

A guardian angel manifests and
catches you. Is this sheer luck due
ƚŽ ^ŚĂƌŶ͛Ɛ ƉƌŽdžŝŵŝƚLJ ƚŽ ^LJƌĂŶŝĂ͍ Kƌ
ĚŽĞƐ ƚŚŝƐ ĐĞůĞƐƟĂů ŚĂǀĞ Ă ƉƵƌƉŽƐĞ
for you?

You slip through the manifest zone
ƐƵƌƌŽƵŶĚŝŶŐ ^ŚĂƌŶ ĂŶĚ ĮŶĚ LJŽƵƌƐĞůĨ
in the plane of Syrania.

CHAPTER 6 | THINGS TO DO IN SHARN 143

CRIMINAL ACTIVITIES THE BOROMAR CLAN

IN SHARN • ° Q[ \PM WTLM[\ IVL UW[\ XW_MZN]T KZQUQVIT
organization in Sharn.
Crime takes many forms. Any sort of theft is
illegal, including “UITQKQW][ \PMN\ WN QLMV\Q\a”—the • ° LWUQVI\M[ OIUJTQVO \PMN\ IVL
use of shapeshifting abilities or illusion magic to smuggling, including the dreamlily trade.
impersonate someone with the intent to cause
harm. Assault, murder, and fraud will all land • ° OW^MZV[ I _QLM VM\_WZS WN TM[[MZ OIVO[
you in hot water. Other crimes walk the edge and crimelords reaching across Sharn.
of legality. Both gambling and prostitution are
legal in Sharn, but these industries are heavily • ° PI[ PITÆQVO[ QV UIVa TMILMZ[PQX ZWTM[
\I`ML IVL ZMO]TI\ML# \PM UW[\ XZWÅ\IJTM OIUM[ but includes members of all races.
IZM NW]VL QV \PM [PILa PITT[ \PI\ WXMZI\M W‫\ ٺ‬PM
books. Likewise, smuggled goods include strictly • ° Q[ NIKQVO I [MZQW][ KPITTMVOM NZWU ,II[S
illegal things—illicit drugs, mystical explosives—
but also highly taxed goods from Xen’drik or The Boromar Clan began with a family of
other nations. PITÆQVO QUUQOZIV\[ NZWU \PM <ITMV\I 8TIQV[
Today the Boromars are one of Sharn’s most
While crime occurs throughout Sharn, it is QVÆ]MV\QIT NIUQTQM[ <PMZM¼[ I *WZWUIZ WV \PM
most visible in Lower Dura and the Cogs. The City Council. The Boromars have close ties by
Sharn Watch has a minimal presence in these marriage to the local branch of House Jorasco.
wards, and these are the easiest places to sell Boromars can be seen at every Skyway gala. But
stolen goods or to hire an assassin. Of course, it’s an open secret that they’ve been running
they’re also good places to get robbed or caught KZQUM QV ;PIZV [QVKM \PM ÅZ[\ LIa[ WN \PM KQ\a
up in a street brawl. They’ve been bribing the Sharn Watch for so
TWVO \PI\ QV UIVa LQ[\ZQK\[ \PM ?I\KP M‫ٺ‬MK\Q^MTa
Sharn is home to a host of minor gangs and works for the clan.
independent criminals. However, most criminal
activities ultimately fall under one of four Having a connection to the Boromar Clan
criminal organizations; even independents will makes you part of the established power in
usually have an arrangement with one of these Sharn. It’s an organization that values tradition
major powers. If your character has the criminal and prefers to avoid violence. However, you’ll be
background, you should work with the DM to expected to respect the hierarchy and follow the
determine which of these organizations you’re Z]TM[° IVL aW] UIa JM \IZOM\ML Ja ,II[S
connected to.

144 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN

DAASK HOUSE TARKANAN

• ° Q[ TML Ja UWV[\MZ[ NZWU ,ZWIIU • ° Q[ I [UITT MTQ\M NWZKM WN \PQM^M[ NWZ PQZM
and assassins.
• ° Q[ JI[ML QV \PM +WO[ J]\ PI[ JMMV
recently expanding into the lower wards. • ° Q[ KWUXZQ[ML WN XMWXTM _Q\P IJMZZIV\
dragonmarks.
• ° [XMKQITQbM[ QV ^QWTMV\ KZQUM IVL
extortion. • ° PI[ I ZQ^ITZa _Q\P \PM LZIOWVUIZSML
houses.
• ° Q[ IOOZM[[Q^MTa \IZOM\QVO \PM *WZWUIZ
Clan. • ° ZMUIQV[ VM]\ZIT QV \PM JZM_QVO OIVO
war.
Formed by monstrous immigrants from Droaam,
Daask has been building its power for a decade The members of House Tarkanan all possess
and has recently begun an aggressive campaign aberrant dragonmarks. Rumors say that the gang
of expansion. Humans, shifters, goblins, and began as a secret Brelish black ops team. True
changelings are all found in Daask, but the or not, the members of this small gang are skilled
organization is built around a monstrous core: thieves and assassins whose natural talents are
gnolls, ogres, minotaurs, harpies, even a handful enhanced by their aberrant marks.
of trolls. The leaders of Daask include oni and
medusas. Daask doesn’t have the connections or The organization takes its name from Halas
infrastructure of the Boromar Clan, but the sheer Tarkanan, an aberrant-marked leader who
physical force it can bring to bear is impressive. fought against the dragonmarked houses
centuries ago. In addition to its criminal
,II[S PI[ ITUW[\ VW QVÆ]MVKM QV \PM UQLLTM WZ IK\Q^Q\QM[ 0W][M <IZSIVIV Q[ SVW_V \W W‫ٺ‬MZ
upper wards, but it is a powerful and dangerous shelter to people with aberrant dragonmarks, and
force below. It’s a simple organization with few protects persecuted aberrants.
traditions or layers of leadership. Having ties to
Daask gives you allies in the undercity and few While anyone can have a contact with the
restrictions. But it sets you against the Boromar House, you must have an aberrant dragonmark
Clan and makes you complicit in Daask’s to join it. House Tarkanan remains neutral in the
increasing aggression. KWVÆQK\ JM\_MMV \PM KZQUMTWZL[ IVL _WV¼\ IKKMX\
contracts against gang leaders.

CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN 145

THE TYRANTS OTHERS

• ° QVKT]LM UMUJMZ[ WN ITT ZIKM[ J]\ The four organizations mentioned here are the
primarily changelings and doppelgangers. ones people have heard of. The Boromar Clan
is well known in Sharn. The Tyrants have been
• ° [XMKQITQbM QV QVNWZUI\QWV NWZOMZa around for centuries and are often considered an
blackmail, and fraud. urban myth by people who haven’t encountered
them. Daask and House Tarkanan have both
• ° ZMUIQV VM]\ZIT QV \PM *WZWUIZ ,II[S appeared within the last decade, but both are
KWVÆQK\ known to anyone who’s spent much time in the
lower wards.
The Tyrants are forgers and grifters, specialists
in deception and the acquisition of information. These are the major players in Sharn’s
The majority of the Tyrants are changelings, who underworld, but there’s a host of minor players.
use their shapeshifting abilities to fool marks and Both the Boromar Clan and Daask support
acquire secrets. There are magewrights among a number of smaller gangs and criminal
the Tyrants who can permanently alter your organizations, and it may not be immediately
appearance. So, the Tyrants can steal someone’s obvious who a gang is working with. And there’s
identity, but they can also provide a fugitive with always new people looking for opportunities,
a new life. who haven’t yet been noticed by the Boromars.
So, this is a partial list. Don’t assume you know
The Tyrants are an enigmatic organization. everything about crime.
They act to protect the changelings of Tavick’s
Landing and they pursue schemes that generate ٛƒÃ½®½ù
XZWÅ\[ *]\ \PMa IT[W OI\PMZ [MKZM\[ \PMa UQOP\
never use and, sometimes, even provide A psychoactive liquid that smells and tastes
I[[Q[\IVKM _PMV \PMa LWV¼\ IXXMIZ \W JMVMÅ\ NZWU like your favorite beverage, essence of
it themselves. dreamlily is a Sarlonan opiate. First imported
WR PDQDJH SDLQ GXULQJ WKH /DVW :DU LW·V QRZ
They have an longstanding truce with the the most commonly abused illegal substance
Boromar Clan and remain neutral in the current in Sharn. Dreamlily dens can be found
struggles. across the lower wards.

Having a connection with the Tyrants gives Dreamlily causes disorienting euphoria and
you access to expert forgers—and could provide remarkable resistance to pain. While under
you with unexpected secrets. One of the tricky the effects of dreamlily you are poisoned;
issues with the Tyrants is that many of its \RX DUH LPPXQH WR IHDU DQG WKH ÀUVW WLPH
members maintain shared identities. A particular you drop to 0 hit points without being killed
XMZ[WVI Q[ I RWJ IVL LQ‫ٺ‬MZMV\ KPIVOMTQVO[ UIa outright, you drop to 1 hit point instead.
take it on from day to day. So if you have a
contact in the Tyrants, the contact you meet A dose of dreamlily typically costs 1 gp,
seems consistent, but you may actually be and the effects last for one hour. However,
[XMISQVO \W I LQ‫ٺ‬MZMV\ KPIVOMTQVO MIKP \QUM aW] there are many varieties, and this may affect
meet with the organization. the duration or the price.

146 CHAPTER 6 | CRIMINAL ACTIVITIES IN SHARN

STARTING POINTS Friends and Rivals. Who do you know in
the district? The DM should work with each
Sharn holds the potential for endless adventures. XTIaMZ \W LM^MTWX I NZQMVL WZ ZQ^IT QV \PM IZMI°
The City of Towers can serve as the foundation or both. A character’s background is always
of a single adventure or an entire campaign. a good place to start. If you’re a criminal, do
,MÅVQVO I [\IZ\QVO XWQV\ Q[ I _Ia \W OQ^M IV QVQ\QIT you have a friend in a local gang? If you’re an
focus to the campaign—setting a tone and giving entertainer, do you have a professional rival?
players an initial investment in the story. The If you’re a folk hero, did you deal with a thug
player characters may be meeting in a tavern— causing trouble in your favorite tavern—earning
but it’s their NI^WZQ\M tavern. The bard performs you the gratitude of the owner and the enmity of
twice a week and the barbarian has a huge bar the villain?
tab to resolve.
This is a collaborative process and the goal is
<PQ[ [MK\QWV M`XTWZM[ \PZMM LQ‫ٺ‬MZMV\ [\IZ\QVO to enhance the story, not to spoil it. You may
points. be friends with a Morgrave professor, but that
doesn’t mean they’ll magically solve all your
• Callestan is in Lower Dura. It’s a problems; more likely, they might ask you to
dangerous district riddled with crime and help solve one of \PMQZ problems. If you’re having
OIVO KWVÆQK\ ) +ITTM[\IV KIUXIQOV Q[ I trouble coming up with ideas, the DM can
dark neo-noir story. XZWXW[M [WUM\PQVO IVL PI^M aW] ÆM[P W]\ \PM
details: “AW]¼^M UILM IV MVMUa WN I ,II[S WOZM VIUML
• +TQ‫\ٺ‬WX in Upper Dura is a district *ZWSMV\WW\P 0W_¼L \PI\ PIXXMV'º
catering to established adventurers. This
is a place for pulp heroes, established You Meet at a Tavern … But Which
explorers whose services are in demand. Tavern? ?PMZM LW aW] [XMVL aW]Z W‫ ٺ‬PW]Z['
As a group, once you settle on a location, each
• Morgrave University is in Upper player can add one cosmetic detail about it. This
Menthis Plateau. This is a college for KW]TL QV^WT^M I [\I‫ ٺ‬UMUJMZ ¹<PM JIZ\MVLMZ Q[ IV
adventurers, and an opportunity to add a WTL L_IZN VIUML +TIVSa# PM¼[ OW\ I XZW[\PM\QK IZU º).
little levity to your story. It might be something about the food, or about
events hosted at the location (“7VKM I _MMS \PM TWKIT
Choosing and developing a starting point should UMLQ]U[ PWTL I X]JTQK [MIVKM º). All of these ideas are
be a collaborative process between the players subject to DM approval.
and the DM. A starting point sets a tone; if
half of the players want a light-hearted romp, You don’t have to have a starting point, and
Callestan is a poor choice. even if you pick one, you don’t have to answer
all of these questions. The goal of this is to set a
Once you’ve agreed on a starting point, the tone—if this campaign is a movie, what kind of
next step is to work together to develop the story. movie is it?—and to give each player a personal
This section provides details about each district, investment in that story.
including prominent NPCs and locations. Using
this as a foundation, each player should work
with the DM to answer the following questions.

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

CHAPTER 6 | STARTING POINTS 147

STARTING POINT: CALLESTAN towers. Daask might release a gorgon into the
streets. The necromancers of the Emerald Claw
The Sharn Watch won’t set foot in Callestan. could test a necrotic weapon or a new form of
Located at the base of Lower Dura, it’s been undead. A pack of wererats could take root,
abandoned by the city above. Colors are faded, unnoticed by the Church of the Silver Flame. It’s
stones are cracked, and half the buildings should I OZQU \Z]\P \PI\ IVa\PQVO KIV PIXXMV PMZM°
be condemned. The closest thing this district has but it’s also a great source of adventure.
\W TI_ Q[ \PM *WZWUIZ +TIV° IVL VW_ \PMa¼ZM
being challenged by the monsters of Daask. WHY ARE YOU HERE?
Every day there’s the chance that a war will
break out on the streets. What brought you to Callestan, and should your
fortunes change, why would you stay?
A Callestan campaign combines gritty dark
fantasy with the classic Western. Callestan You may have roots in the district. Perhaps
Q[ M‫ٺ‬MK\Q^MTa I NZWV\QMZ \W_V QV \PM UQLLTM WN your mother ran a small gang that was wiped out
Sharn. The law is what you make it and brigands when you were a child. Maybe your family still
_ITS \PM [\ZMM\[ *]\ Q\ W‫ٺ‬MZ[ NZMMLWU[ IVL lives here, running a struggling business.
WXXWZ\]VQ\QM[ aW] _WV¼\ ÅVL QV \PM \W_MZ[ IJW^M
For many people, the appeal of Callestan is
SETTING THE TONE its freedom. If you’re a criminal or a charlatan,
you’re likely connected to one of the gangs and
Callestan is a district shaped by poverty and you appreciate the opportunity to ply your trade.
neglect. People come to Callestan to engage As a sage you could be engaging in research that
in criminal activities: visiting dreamlily dens, your compatriots feel is dangerous. As an acolyte
buying or selling stolen goods, negotiating with you might harbor heretical beliefs.
a Boromar lieutenant or hiring a Tarkanan
assassin. The thing that holds the district together A variation of this is that you’re hiding.
on a daily basis is personal reputation and As a devout cleric or paladin, you may have
relationships. The reason no one robs the Anvil is made enemies of the corrupt authorities in
JMKI][M XMWXTM TW^M -ZIVVI° IVL JMKI][M \PMa the local churches. If you use the haunted one
know Ilsa Boromar would hunt them down. background, you may have seen something in
the upper wards that has driven you into the
Poverty is a part of a Callestan campaign. Most darkness. Any character could have run afoul of
of the people in this district have never seen the Sharn Watch, a powerful noble, or a sinister
a platinum piece, and a single gold piece has conspiracy; if you leave the lower wards, you may
considerable value. Maintaining a comfortable have to evade this enemy.
lifestyle can be a challenge, and an uncommon
UIOQK Q\MU Q[ I [QOVQÅKIV\ \ZMI[]ZM <PM UI\MZQIT Another option is that you’ve taken on a role
rewards of adventure should be lower than in in the community. Your cleric is the preacher for
a heroic fantasy campaign. But reputation and the district, trying to help these troubled people
relationships are the true treasures of this style of ÅVL \PM TQOP\ AW]Z [WTLQMZ WZ NWTS PMZW [MZ^M[ I[
campaign. If you save Ilsa Boromar, she might \PM ]VW‫ٻ‬KQIT [PMZQ‫ ٺ‬XZW\MK\QVO \PM QVVWKMV\ I[
OQ^M aW] I X]Z[M _Q\P OX NWZ aW]Z \ZW]JTM° best you can. You might work as a ratcatcher, a
but her favor may provide you with far more healer, or a private inquisitive solving mysteries.
protection than a set of IZUWZ. Callestan may be miserable, but it’s your home
and these are your people.
An important piece of the tone is that no one
KIZM[ _PI\ PIXXMV[ \W +ITTM[\IV. Things can occur WHAT DO YOU WANT?
here that would never happen in the upper
Once you know what you’re doing in Callestan,
the next question is where you want to go from

148 CHAPTER 6 | STARTING POINT: CALLESTAN

here. What motivates your character? What INTERESTING LOCATIONS
could drive you to place yourself in danger?
Do you want to help your friends, or protect The Anvil was once The Golden Anvil, House
the innocent people of the neighborhood? Are /PITTIVLI¼[ ÆIO[PQX QVV QV ;PIZV 6W_ Q\¼[
you seeking revenge on a powerful enemy or faded and forgotten, but it still has traces of its
organization? Are you trying to establish your former glory. There’s a few gaming tables and
own business, or make an arcane breakthrough? a small stage; there’s a dwarf comedian who’s
These can be long-term goals or general themes, been doing the same act for sixty years. While
but it’s good for both player and DM to know most services are modest or poor in quality,
what motivates the characters. there is a single comfortable room. Eranna
d’Ghallanda runs the inn; she’s kind, honest,
THE SHAPE OF THE DISTRICT and much beloved in the district. The Anvil is
on the west side of the Bridge and is a common
The heart of Callestan is the plaza called the hangout for Boromar allies.
Bridge. This central square serves as an open
market and speaker’s corner. It’s not on a bridge; The Broken Mirror is an inn run by a family
rather, the center of the plaza contains the of changelings; the theme and tone of the inn
wreckage of a bridge that fell from one of the changes every week. It’s said to have ties with the
higher wards. Tyrants, which keeps troublemakers away.

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

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

CHAPTER 6 | STARTING POINT: CALLESTAN 149

STARTING POINT: CLIFFTOP You may delve into the ruins below Sharn or
crash an airship into Skyway. You may head to
Sharn is a city with an appetite for adventure. Xen’drik or other distant lands. Wherever you
1\¼[ \PM OI\M_Ia \W @MV¼LZQS I TIVL ÅTTML _Q\P go, adventure awaits!
mystery and danger. Eccentric nobles and
dragonmarked barons alike need capable agents WHY ARE YOU HERE?
for their many intrigues. So Sharn has a steady
LMUIVL NWZ IL^MV\]ZMZ[ IVL +TQ‫\ٺ‬WX Q[ _PMZM )[ I ZM[QLMV\ WN +TQ‫\ٺ‬WX aW]¼^M OW\ I ZMX]\I\QWV
aW] OW \W ÅVL \PMU What is it, and how did you earn it? Are you a
new prodigy, or an old retired hero who’s just
) +TQ‫\ٺ‬WX KIUXIQOV NWK][M[ WV PMZWQK getting back into the game?
fantasy. You’re a professional adventurer with a
reputation established, and you’re always ready As always, consider your background. If you’re
NWZ \PM VM`\ KPITTMVOM ?PMV aW] TQ^M QV +TQ‫\ٺ‬WX a soldier, you might have had a celebrated
every day brings a new thrilling challenge—a career. As an entertainer, you might perform
new chance to put your life on the line in pursuit at one of the theaters of Upper Menthis
of fame and fortune. between adventures. If you’re a sage you could
be considered an expert in arcane lore or the
SETTING THE TONE history of Xen’drik, giving lectures at Morgrave
University in your spare time.
+TQ‫\ٺ‬WX Z]V[ _Q\P \PM QLMI \PI\ \PM XTIaMZ
characters are SVW_V as adventurers. They’ve One question to consider is if you’re part of the
accomplished remarkable feats and beaten +TQ‫\ٺ‬WX )L^MV\]ZMZ[¼ /]QTL. This is serves
QUXW[[QJTM WLL[ 7VM _Ia \W ZMÆMK\ \PQ[ Q[ \W [\IZ\ as a social club for adventurers and a one-stop
\PM KPIZIK\MZ[ W‫ ٺ‬I\ I PQOPMZ TM^MT \PIV ][]IT marketplace for anyone seeking to hire a capable
With the DM’s approval, use the following rules and reliable champion. If you’re part of the
\W KZMI\M I +TQ‫\ٺ‬WX IL^MV\]ZMZ CAG you have access to the guild hall and a
host of potential friends and allies. Perhaps you
• You begin at 5th level. have a mentor at the guild, a retired adventurer
who regales you with tales of her epic deeds. Or
• You start with 600 gp in addition to your maybe you’ve take a novice under your wing and
normal starting equipment. you’re teaching him the ropes. A critical point
is that the CAG has a positive reputation and
• You have two common magic items and doesn’t condone evil behavior; if you’re part of
two uncommon magic items. \PM +TQ‫\ٺ‬WX )L^MV\]ZMZ[¼ /]QTL aW]¼ZM M`XMK\ML
to adhere to its codes of conduct. Less reputable
All magic items are subject to the approval of the KPIZIK\MZ[ KIV ÅVL _WZS _Q\P \PM Deathgate
DM, and the DM may choose whether to assign Adventurers’ Guild in Middle Tavick’s
these items or to allow you to select the items Landing. There’s a long-standing rivalry between
you want. Either way, take a moment to come the two guilds, and if you’re part of the CAG you
up with the story behind these items. How did might work with the DM to develop a particular
you acquire them? Were they treasures found on nemesis in the Deathsgate guild.
your adventures? Heirlooms from your family
or your time in the Last War? Or just something WHAT DO YOU WANT?
you bought with your earnings?One point
IJW]\ I +TQ‫\ٺ‬WX KIUXIQOV Q[ \PI\ aW] _WV¼\ [\Ia QV )[ I +TQ‫\ٺ‬WX IL^MV\]ZMZ aW]¼ZM ZMO]TIZTa X]\\QVO
+TQ‫\ٺ‬WX. This district is your base of operations, your life on the line. What is it that brought you
home to valued comrades and rivals. It’s to this risky line of work? Is it just about the gold?
_PMZM aW] OM\ aW]Z VM`\ RWJ *]\ I[ I +TQ‫\ٺ‬WX Are you driven by academic curiosity? Are you
adventurer you’ll be venturing to exotic locales.

150 CHAPTER 6 | STARTING POINT: CLIFFTOP


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