Sharn Settlement in Eberron | World Anvil
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Sharn

I’ve been here a week, and it’s still hard not to feel overwhelmed by the city. The towers rise up until they disappear into the clouds. Lights gleam in a thousand windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship. Distracted by the sights in the sky, I nearly walk into a warforged as it brushes past me. It’s my first time seeing one, but then there are so many things I’ve never seen in this place. Over there, a tattooed elf haggles with a masked halfling, arguing about the price of lizard meat. Beyond them, a gargoyle watches from a high perch. I gather my senses and keep moving.   It’s not until I reach the lift that I realize the warforged stole my purse.   —A newcomer to the big city
All the major themes of Eberron are manifest in the great city of Sharn. It’s a place of magic, with skycoaches circling mile-high towers and mystic forges toiling endlessly in the bowels. It’s a place of adventure and intrigue. A fallen angel is gathering minions in the ruins below the city. A gang war is gaining strength in Callestan. The corpse of a murdered aristocrat has just been discovered in a floating mansion. A Cannith artificer is experimenting with a planar gateway—and something is about to go terribly wrong. All of these adventures and a hundred more are waiting in the City of Towers.  

The Shape of Sharn

Sharn is the largest city in Khorvaire, with a population of half a million people. Humans make up about a third of that number, and dwarves are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to the city, along with tourists, spies, merchants, and folk hoping to find their fortune in the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the shores of the Dagger, and Sharn can’t spread out. So instead it has grown ever upward.   The city is primarily made up of these quarters: At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core towers. The district of Skyway floats above the highest towers, while the tunnels of the Cogs stretch out below the lower city.   In between those extremes, each of the quarters is divided into an upper ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name. More information about each of the wards and the districts in them appears later in this chapter.  

Aftermath of War

Far from the front lines, Sharn never fell under siege during the Last War. Regardless, the war’s impacts affected the city’s citizens and continue to even today.
Physical Damage
Although Sharn was never subjected to a sustained assault, it didn’t avoid damage. On many occasions, commandos and saboteurs launched significant attacks inside Sharn. The most infamous of these was the Aundairian attack that brought down the floating Glass Tower, devastating the district now known as Fallen. In any of the lower or middle wards, you might encounter evidence of the conflict in the form of a shattered bridge, a building collapsed by an arcane explosion, or an area some say is haunted because of the large number of people killed there during the war.  
Psychological Scars
There are places in the city that house people who suffered because of the actions of other nations. For example, many of the residents of Dura hold all Aundairians responsible for the destruction of Fallen. In another district, folk could hate the Karrns for an undead attack that occurred during the war, and a different group could blame Thrane for the siege of Vathirond. These kinds of sentiments can shape the feelings of an entire district, but in the city as a whole there are far more people who have personal burdens to carry than those who feel resentment toward particular nations. For instance, on an individual level, most members of the Sharn Watch might not care about a gnoll being seen in a neighborhood, but a guard who fought on the Droaam front during the war might be out for revenge. Warforged are sometimes also the targets of this sort of prejudice; a person whose friends were killed by warforged soldiers might resent all such creatures.  
Shortages
Because the ink is barely dry on the Treaty of Thronehold and relationships between the signatories are still being normalized, Sharn doesn’t currently benefit from a lot of commerce with other nations. Problems could arise from a short supply of any imported goods, whether this manifests as inflated prices, the need for rationing, or certain items being simply unavailable. The factors of supply and demand also play into smuggling and the black market; some desirable goods might be available only through the Boromar Clan.  
Refugees and Victims
Cyran refugees have filled the district of High Walls in Lower Tavick’s Landing beyond capacity, and Sharn is also home to a significant number of refugees from elsewhere in Breland—people whose homes and villages were destroyed during the war, and who have come to Sharn in search of new lives. The city also has its share of other people harmed during the war, soldiers and civilians with severe physical or psychological injuries. All these folk are most likely to be found in the lower wards. They aren’t just poor; they’re suffering—and they might seek vengeance against those they blame for their pain.

Government

Sharn has many people in positions of power: beadles, ministers, bailiffs, and all manner of minor functionaries and officials. But ultimate power rests in the hands of the City Council. That body has seventeen members: one for each ward in the city, plus representatives from Skyway and the Cogs. Each ward has its own process for selecting a councilor, and there are no legal restrictions on who can govern; if you build up a strong base of support in a ward, you could hold the position yourself!   The members of the City Council are quite diverse. Some are crooked, others are idealists, and one of them appears to be an owl. All of them are well known in their home wards, and any of them could have use for a team of adventurers. The Sharn Councilors table describes a few of the city leaders you might bump into in Upper Central or at the Tain Gala. If your character has the noble background, you might already know one of them.  

The Sharn Watch

The Sharn Watch is responsible for enforcing the laws of the city. The sentinels of the watch patrol the streets of Sharn, to all outward appearances vigilant for signs of unrest. In truth, the Sharn Watch is riddled with corruption, from the commanding officers down to the lowliest patrollers. Dedicated guards who truly want to protect the innocent do exist. But bribery nonetheless runs rampant, and the watch has a way of failing to show up somewhere at the same time that Daask or the Boromar Clan is perpetrating some misdeed

Crimes and Punishments

Officers of the watch can levy fines on the spot when they catch culprits, which is the typical way that minor crimes are dealt with. For a serious offense, the perpetrator is taken to a garrison and held until a trial can be arranged. A criminal who is considered to be a serious flight risk will be taken to the most secure facility in Sharn—the King’s Citadel headquarters.   Typically, a prisoner’s case comes to the attention of a local magistrate within 1d4 days. The magistrate reviews the facts of the case and asks the victim to confirm or deny their role in the crime while under the influence of a zone of truth spell. The magistrate will then propose a punishment to the accused; if the offer is refused, the case goes to trial.   Punishment for convicted criminals varies, but long-term imprisonment is quite rare. Prisoners who deemed to be too dangerous to be allowed to roam free are more likely to be executed than imprisoned. Typically, a long prison sentence is used only for criminals who can’t be allowed to go free, but whose deaths would have negative diplomatic repercussions.   Fines are the typical form of punishment. The amount of a fine is generally based on the nature of the crime, but a magistrate has the right to increase a fine to ensure that it is an effective punishment. For example, a fine of 10 gp is crippling to a commoner but can be inconsequential to an adventurer or a member of the Aurum, and in such cases it will be increased. Also, the court can confiscate possessions in lieu of receiving payments in gold; you might not care about having to pay a fine of 100 gp, but having your grandfather’s magic sword confiscated instead might sting. If a criminal can’t afford to pay a fine, the sentence might be changed to hard labor—or, in the case of adventurers, performing special services on behalf of the city or the Crown.   Other kinds of punishment include branding (generally in a visible location, warning others of your criminal actions), exile, or several magical measures: an ongoing curse, a period of induced blindness, and so on. A repeat offender might be declared an outlaw, which status is often indicated by a brand. An outlaw is stripped of the protection of the law, and anyone can take any action against them without fear of legal retribution.

Infrastructure

Getting Around

Sharn is an enormous city, and traveling on foot from one side of the city to the other can be time-consuming. Here are some travel-time guidelines:   It takes at least 30 minutes to cross a ward. If you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time it takes to move through one of them. For instance, traveling from Lower Menthis to Upper Central involves passing through three wards (taking a bridge from Lower Menthis to Lower Central, then ascending two levels) and can take 90 minutes or longer.   Not all the quarters are linked to one another by bridges. The connections that do exist include these:   Central Plateau has bridges that lead to Northedge and Menthis. Dura is connected to Tavick’s Landing and Menthis. Tavick’s Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick’s Landing, Dura, and Central. Northedge is connected to Central and Tavick’s Landing. Traveling from district to district involves the use of bridges and ramps, along with magic lifts—vast floating disks that slowly ascend and descend along threads of mystical energy. Lifts are mainly used to move cargo and can be up to 30 feet in diameter. Most lifts have rails but aren’t fully enclosed; if combatants fight on a lift, someone falling or being pushed off the edge is always a possibility.   For a speedier journey through the streets, House Orien manages a system of carriages for hire. Taking an Orien carriage cuts travel time in half and costs 2 cp per ward traveled. Flight is, of course, the fastest way to get around in Sharn, cutting travel time down to one-sixth of the walking pace (5 minutes per ward). It’s also more expensive, at 2 sp per ward. The most common form of aerial transport is the skycoach, but many flying mounts, including hippogriffs, griffons, pteranodons, and giant owls, can be found for hire around the city.  
Watch Your Step
As befits the City of Towers, Sharn is also a city of bridges and balconies. These thoroughfares and outcroppings can be extremely narrow or comfortably wide. Although most of them are bounded by walls or railings, there’s always a chance that during your time in Sharn, you or someone you know will go over the edge. So, how do residents cope with this risk?   Those who can afford it usually carry a feather token as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more than a hundred feet before impacting on a lower bridge. Though this alone might seem like small comfort, it’s also true that the major bridges in the upper and middle wards are enchanted with feather fall effects that trigger automatically, keeping you from crushing an innocent passerby in your descent.   Many different outcomes could follow a lengthy fall.    

Communication Services

Need to get a message to someone? If you’re not in a hurry, the Orien post has boxes throughout the city; you can mail a letter for 1 cp. Hiring a courier generally costs between 5 cp and 5 gp, depending on the size of the package and where you need it delivered. You can find House Sivis message stations in almost every upper and middle ward, and if you absolutely have to contact someone instantly, the Sivis enclave in the Dragon Towers district (Middle Central) can perform a sending spell for 200 gp.   House Tharashk has brought an innovation to message delivery in Sharn: the use of gargoyles. Tharashk has several of these creatures in its employ, and these flying couriers are a quick way to get a message across the city. If you spot a gargoyle without a burden, you can flag it down, and it costs 5 gp to deliver a letter or a small package.  

Spellcasting Services

Magewrights and adepts can be found in every district of Sharn, selling their services. Standard prices are summarized on the Magewright Casting Fees table.
Spell LevelPrice
1st 25gp
2nd 50gp
3rd 100gp
These costs can vary depending on the spell and the spellcaster, and they don’t include the price of expensive components. People who can cast higher-level spells are rare, typically found only in the dragonmarked houses or the wizard circles; the cost and availability of such services varies based on the caster.

Cost of Living

In Sharn, as in any large community, different segments of the population occupy different places in the economic spectrum. The terms that D&D uses to quantify lifestyle expenses—wretched, squalid, poor, modest, comfortable, wealthy, and aristocratic (see “Expenses” in chapter 5 of the Player’s Handbook)—are also used in this chapter as an indicator of what it costs for someone to live in a given area, and also of the costs of goods and services there.   For instance, a restaurant that is said to serve food of comfortable quality is one where a patron who lives a comfortable lifestyle (or better) can afford anything on the menu.  

Education and Research

Morgrave University, though not the most respectable institution of higher learning in Khorvaire, has an extensive library that boasts definitive collections of lore in certain fields, particularly arcana, dungeoneering, geography, and history. Characters seeking knowledge in any of these fields or others ought to be able to find resources in the library to aid their search. The university is an excellent source of sages who hire their services out on a short- or long-term basis. Even those who profess to be sages but have no connection to the university tend to cluster around Morgrave, with their homes and businesses almost all located in the University, Den’iyas, and Ivy Towers districts of Upper Menthis.   Another important site for certain kinds of research is the City Archive, in the Highest Towers district of Upper Central. The archive contains exhaustive historical documents of Sharn; birth, death, and marriage records; and copies of legal documents such as identification papers and letters of marque issued in the city. Access to these records, however, is more restricted than to the contents of the Morgrave library.   Those who want to further their research through some hands-on experience might find undiscovered lore in the lowest regions of Sharn, where sewers and tunnels snake through ancient ruins. Similarly, the crypts of the City of the Dead might hold some relevant historical information.

Shopping Centers

Sharn contains a number of major shopping districts. The Tradefair district in Middle Central focuses on top-quality goods—everything you’ll need to maintain a wealthy or aristocratic lifestyle. North Market in Lower Northedge has a fine selection of common goods. Almost anything can be found in the Bazaar of Middle Dura, as long as you’re not concerned about the origin of secondhand goods. Tavick’s Market in Middle Tavick’s Landing is a center for produce and other goods brought in from the farms and artisan workshops outside Sharn.

Healing

House Jorasco operates houses of healing throughout the city, largely in the middle and upper wards. The Panaceum in Dragon Towers (Middle Central) is the primary Jorasco enclave. The houses’ services use the prices in this book’s introduction.   The Panaceum has an altar that can be used to perform raise dead, but this service isn’t without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. Before the healers take gold to perform a resurrection, a Jorasco adept will first cast augury. If this divination indicates looming disaster, the adept will reject the request.   A few divine spellcasters in Sharn can raise the dead, notably the high priest of the Undying Court in Shae Lias. These devout clerics rarely sell their services, however, and the high priest would need a compelling reason to help someone who has different beliefs.

Temples and Shrines

Every major religion has outposts in Sharn. A number of sacred sites draw pilgrims to the city from across Breland and Khorvaire. Priests don’t usually sell their services; temples are places for worship and spiritual guidance.   The Sovereign Host is the dominant religion of Breland, represented by shrines and small temples throughout the city. The Pavilion of the Host in Middle Central is the heart of the faith, and most priests of the Host live in one of the Pavilion’s nine towers. Pilgrims often come to visit one of three particular sites. The Korranath in Upper Central features Khorvaire’s largest temple of Kol Korran. The Great Hall of Aureon in Upper Menthis draws scholars and worshipers alike. The Pool of Onatar’s Tears in the Blackbones district of the Cogs is said to impart a blessing to any smith who bathes their hands in its waters.   The Cathedral of the Cleansing Flame, Sharn’s largest temple to the Silver Flame, is located in Upper Central. Archierophant Ythana Morr is frequently accused of corruption and nepotism, but there are smaller places of worship around the city devoted to the true principles of the faith. The hermit Gaia watches over the City of the Dead from Warden Tower. Coldflame Keep in Middle Northedge was once a mighty garrison; its glory has faded, but Flamebearer Mazin Tana still strives to protect his community. The priestess Faela maintains a small shrine in the shadows of Fallen, doing what she can to help the wretched people of that forsaken district. Finally, the Shrine of Fathen the Martyr is a sacred site in North Market, often visited by templars passing through the city.   Even some lesser known religions are represented in Sharn. The Graystone district in Middle Tavick’s Landing is a haven for followers of the Blood of Vol. The Gates of Passage in Upper Northedge is a temple of the Undying Court. The Overlook district of Upper Dura holds the Shrine of il-Yannah, dedicated to the Path of Light.

Districts

Sharn is a vertical city, and elevation is an indicator of status and wealth. Each quarter is roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards have names such as Lower Dura, Upper Central, and Middle Menthis.   Upper wards are the domain of the rich and powerful. Here you’ll find the finest goods and the most expensive services. Only those who maintain a wealthy or aristocratic lifestyle can easily afford the prices for meals and lodging, and adventurers who maintain a squalid or wretched lifestyle might be treated with disdain (suffering disadvantage on Charisma checks).   Violence is rare in any of the upper wards, and the Sharn Watch actively patrols these areas. Although the guards here might be corrupt just as in a middle or lower ward, they’re already being well paid by powerful nobles and criminal organizations, and they work efficiently in the service of these forces.   Middle wards are home to the middle classes. Here you’ll find bustling markets and taverns, along with a wide range of entertainment and housing. Most goods and services are affordable by those of a modest or comfortable lifestyle, with a few higher-priced options tucked away. The Sharn Watch has a presence, but not as strong as in the upper wards.   Lower wards house the hard-working laborers, along with the destitute and the desperate, including refugees who lost everything in the war and orphans who never had anything to begin with. Services priced for a modest lifestyle can be found, but overall the lower wards are home to those who have no better than a poor lifestyle; a visitor who displays signs of a wealthy or aristocratic lifestyle might attract unwanted attention. The watch pays little attention to the lower districts, making them a haven for criminals and gangs.   These are stereotypes that don’t apply to all wards. Dura is a particularly poor quarter, meaning that Upper Dura is effectively a middle ward in economic terms; similarly, because Central Plateau is a hub of wealth and power, Lower Central is effectively a middle ward.   Each ward is further subdivided into districts, which are neighborhoods defined by an economic role, a separate culture, or both. For example, Lower Northedge includes the districts of Stoneyard, Longstairs, and North Market. It’s generally true that the combination of a district’s ward and quarter will give you a broad idea of what to expect there. A district in Upper Central will typically be well kept and swarming with guards, while a district in Lower Dura will be squalid and dangerous.

Guilds and Factions

Adventurer’s Guilds

  Sharn is a magnet for those who seek adventure and opportunity. Forgotten treasures are hidden in the ruins below the towers, and expeditions leave for Xen’drik every day. At any moment, dozens of sages, spies, and nobles around the city are searching for capable agents to help with their schemes and investigations. If you and your friends are searching for adventure, you’ve come to the right place, and you don’t have to do it alone. Sharn is home to two organizations that provide adventurers with opportunities for work and camaraderie: the Clifftop Adventurers’ Guild and the Deathsgate Guild    Membership Benefits. Those who are accepted into either adventurer’s guild must pay dues of 12 gp each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are a few additional benefits:
  • You can store items at the guildhall free of charge.
  • You can book lodging at the guildhall for 5 sp per night. The accommodations are modest, but the guild provides stronger security for lodgers and their possessions than you’d find at an inn.
  • An adventurer’s guild is an excellent source of information. By studying records and working with other guild members, you can gain advantage on any skill check to research a subject in which the guild has expertise or experience.

The Circle of Song

A bard is a versatile individual, equally skilled at entertainment and espionage. These talents are perfectly matched to the city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers.   The Circle of Song is an informal organization, open to any bard who knows its customs and who can find an outpost. It has no membership dues; you’re expected to make a donation if you make significant use of the group’s resources. Membership provides the following benefits:
  • You can always find food and lodging at a circle outpost, though you might be expected to entertain the patrons in exchange. If times are tough, your food and lodging might be a step lower than the usual quality of the inn, but at least it’s free.
  • You have advantage on ability checks made to perform research or gather information while in a circle outpost, provided you have an opportunity to peruse archives and talk with other members.
  • Circle members are often willing to do minor favors for other members—gathering information, embarrassing a minor noble, causing a distraction. There’s no cost for such a service, but anyone who helps you will expect you to provide similar assistance when they need it.
  • The first and oldest outpost of the Circle of Song is the Golden Horn in the University district of Upper Menthis; a few bards are almost always in residence and willing to share news and stories. Other, less elaborate outposts are maintained in Sharn, and over the centuries the circle has established outposts in most major cities and many smaller communities across Khorvaire. These sites are usually taverns or inns that have hidden areas accessible only to members of the circle.
Bards are expected to set aside personal rivalries while in a circle outpost, and any kind of combat or violence is prohibited. Violating this rule results in immediate expulsion from the circle, at the least.  

Arcane Orders

Its mighty towers and floating spires mark Sharn as a symbol of mystic power and achievement. Soon after the founding of the city, the greatest wizards of Breland chose it to be the seat of their arcane order. Its goal was to celebrate excellence in the mystic arts, bringing together the greatest practitioners of magic in a society that rivals Arcanix and the institutions of Aundair. A schism split the original society, but today both of the branches of the original organization, the Esoteric Order of Aureon and the Guild of Starlight and Shadow, are recognized and respected throughout Breland. Each one has lesser halls in every major city in the nation.   Membership Benefits. Someone accepted into an arcane order must pay 1,000 gp to join, with ongoing dues of 250 gp each year thereafter. With this payment comes many benefits, including the following:
  • You can stay at the order’s hall in any major city and enjoy the amenities of a wealthy lifestyle free of charge.
  • For as long as you have access to the order’s hall, the cost of crafting a magic item at the site is reduced by 10 percent.
  • While in the hall, you have advantage on Intelligence (Arcana) checks, as well as any ability checks involving arcane research.
  • Membership in an arcane order grants prestige within Breland. Though this status provides no tangible benefit, it proves that you are a gifted mage and stand above any mere magewright or dabbler.

Tourism

Holidays

There’s always a celebration happening or about to happen in Sharn, whether it’s a parade in a single district or a festival that ranges across the entire city. Here are a few special occasions to put on your calendar.  
The Tain Gala (First Far of each month)
The ir’Tains are the richest and most powerful family in Sharn. Each month, Lady Celyria ir’Tain holds a ball at her Skyway mansion. The guest list defines the current social order of the city; those families who hold permanent invitations, known as the Sixty, are the de facto royalty of Sharn. Celyria does invite unusual guests and attractions each month, and an up-and-coming entertainer or a renowned folk hero might catch her notice.  
Crystalfall (9 Olarune)
During the Last War, saboteurs caused a floating tower to fall into Lower Dura. This devastation can still be seen today in the district now known as Fallen. On 9 Olarune, people gather to remember those who were lost that day. Many of them carry on a tradition of crafting elaborate ice sculptures and throwing them into the Dagger River.  
The Day of Mourning (20 Olarune)
The nation of Cyre was destroyed in 994 YK on this date, known as the Day of Mourning. Although that event had an impact on everyone in Khorvaire, this day of remembrance is especially significant to Cyran survivors. It is a time when Cyrans come together to recall their lost kingdom. Some tell stories or sing traditional songs, ensuring that their culture isn’t forgotten. Other survivors still seethe with anger at the enemies who brought Cyre down, and thus far the holiday has been marked by a brief upturn in violence.  
Sun’s Blessing (15 Therendor)
The festival of Dol Arrah is a day of peace and a time when enemies are urged to find a peaceful resolution to their conflicts. It’s one of the safest days in the city for visitors and residents alike.  
Aureon’s Crown (26 Dravago)
Elders share their knowledge with the young during this celebration. Morgrave University holds its graduate services on this day, and a day-long schedule of public lectures is presented at the Great Hall of Aureon in Upper Menthis.  
Brightblade (12 Nymm)
The festival of Dol Dorn is noted across the city with prizefights, wrestling matches, archery contests, and other tests of strength and skill. This activity culminates with a grand contest of champions in the Cornerstone district in Middle Tavick’s Landing.  
The Race of Eight Winds (23 Lharvion)
This event is an aerial race that takes place around Dura Quarter.  
The Hunt (4 Barrakas)
In honor of the Sovereign Balinor, a fierce beast is brought to the city and released on this day into an isolated section of Old Sharn. Anyone can participate in the Hunt by making a donation of 5 gp; the hunter (or group) who brings down the beast wins a purse of 500 gp and the blessing of Balinor. The motif of the Hunt can vary; in some years, multiple beasts are released, and the hunter who catches the most of them is the victor. In any case, it often turns out that the other competitors are a greater threat to hunters than the beasts they stalk.  
Fathen’s Fall (25 Barrakas)
This celebration commemorates a priest of the Silver Flame who was martyred while exposing lycanthropes in Sharn. The day’s activities often cause tension with the shifter community.  
Boldrei’s Feast (9 Rhaan)
Gatherings across the city mark this celebration of community. The wealthy compete to throw the grandest parties, and the most generous among them will be remembered throughout the year for their largesse.  
The Ascension (1 Sypheros)
The sacrifice of Tira Miron, who gave her life to serve as the Voice of the Silver Flame, is honored on this day. The holiday is marked by services at all Silver Flame churches and shrines, and the faithful are encouraged to find some way to help their communities.  
Wildnight (18–19 Sypheros)
Supposedly the Fury, the god of Passion and Revenge, reaches the height of her power on this night. Emotions run high, and impulse control runs low. Shy and superstitious folk stay indoors, while others see it as a time to cast aside inhibitions. The streets fill with revelry that lasts well into the night.  
Thronehold (11 Aryth)
This observance marks the day that the Treaty of Thronehold was signed, officially ending the Last War. This year (998 YK) is only the second time the event has been commemorated, and the Lord Mayor of Sharn has promised a truly epic festival.   Long Shadows (26–28 Vult) It’s said that the power of the Shadow, the sinister deity of the Dark Six, is at its height during these three nights. Careful people spend this time indoors with friends, but those who relish the darkness might decide to take to the streets to prey on the weak and foolish.  

Sports and Games

As befits a metropolis that boasts people of all cultures, Sharn hosts a wide variety of sports and athletic events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower Northedge. The ogres of the Cogs are fond of tugs-of-war, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the Firelight district in Lower Menthis, Callestan in Lower Dura, Cornerstone in Middle Tavick’s Landing, or Hareth’s Folly in Middle Dura. Three exotic sports practiced in the city are described below.  
Hrazhak
Two teams of seven shifters play hrazhak on a field with a goal at each end. Each team starts out carrying a wooden idol. To score, a team must steal its opponent’s idol and place both idols in its own goal. Obstacles such as trees, streams, and piles of rubble can be present on a hrazhak field, requiring the competitors to make full use of their jumping and climbing abilities. Idols can be thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. Typically, a low-level druid or adept is on hand to provide healing if needed—but any competitor who receives aid is removed from play for the remainder of the match. Competitors aren’t allowed to use spells or similar abilities.   The only formal hrazhak arena in Sharn is located in the Stone Trees, part of the Cornerstone district, where the matches serve as both a spectator sport and a reason for gambling. Shifters created temporary hrazhak fields in the slums and warehouse districts of the city from time to time, and shifter youths often play impromptu games in the parks.  
Skyblades
Common jousting is popular enough throughout Breland, but in Sharn, the sport has taken to the air. In a formal skyblades match, the goal is to knock an opposing rider from the saddle—attacks against mounts are forbidden, along with the use of magic or other supernatural abilities. Formal matches take place in one of Sharn’s two aerial arenas, in Cornerstone and Hareth’s Folly. Skyblades jousters typically ride hippogriffs and carry blunted lances that deal nonlethal damage.   Informal matches, which don’t always use the same rules, occur from time to time in Lower and Middle Dura, Tavick’s Landing, and Menthis Plateau. An informal match might be played out across an entire district, with competitors weaving between towers and around bridges. The rules for an informal match are set before the start, establishing (among other things) whether magic can be used and mounts can be targeted.  
Six Stones
A Droaam tradition brought to Sharn by immigrants, six stones is a game for seven competitors, who each pay a base stake. The seven are then sealed in a large chamber with a cockatrice. The match ends when six of the players have been turned to stone, at which point the survivor is awarded all the stakes (except for a share set aside for the organizers). A medusa handler monitors the competition to ensure that rules are followed. Contestants carry no arms or armor, and no magic or supernatural abilities may be used. Additionally, no one is allowed to attack the cockatrice. The challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit, or it could be be pitch black.   Six stones matches are staged by the criminal organization Daask (see the “Criminal Activities” section later in this chapter). The sport is illegal, but the games go on because the matches are confined to Lower Dura and the Cogs and well hidden from the eyes of the Watch. A match usually occurs only once every few months. Sometimes participants voluntarily enter the competition, but most are debtors who have been offered a chance to pay off their loans by winning the match. Daask takes bets on the outcome, and usually earns a tidy sum as its share of the proceeds.

Maps

  • Upper Sharn
  • Middle Sharn
  • Sharn
    A map of Sharn the city of Towers.
  • Lower Sharn
Type
Metropolis
Owning Organization

Articles under Sharn