Sharn
There has been a major settlement on the Hilt of the Dagger River since before recorded history. The current metropolis, Sharn, has existed since the formation of the original Five Nations, about seven hundred years after humans rose to prominence on the continent. For more than two millennia, the towers of Sharn have grown, rising thousands of feet into the sky. This vertical expansion has given the metropolis its title: The City of Towers.
With a tremendous array of cultural, culinary, and commercial delights to sample, and its position as the gateway to Xen’drik, Sharn attracts visitors and adventurers from around the world. It is a hotbed of activity, known in equal measures for its wonders, its crime rate, its amazing amount of corruption, and its genuinely exciting atmosphere.
Geography
Sharn rises from the cliffs overlooking the Hilt, a wide bay at the mouth of the Dagger River. This inhospitable outcropping of rock allowed the city to grow in only one direction—up. The ports at the base of the cliffs load and unload cargo and passengers from seafaring vessels, raising and lowering goods and travelers alike on massive lifts operated by ropes and pulleys that travel through the neighborhood of Cliffside. This working class region is built into and upon the steep cliffs overlooking the river and bay. At the top of the cliffs, the rock walls seamlessly blend into the earliest stonework laid in ancient times. Here, the city and its amazing towers really begin. The City of Towers is rumored to sit atop a massive lake of molten lava. Those who work in the bowels of the city, a subterranean region known as the Cogs, claim to feel the heat rising off the lava streams, but few have ever gone below the great furnaces and foundries of the Cogs to seek for the fiery lake itself. In the Cogs, heat and magic cooperate to allow workers to process ores and other raw materials needed to sustain Sharn’s industrial machine. Also within the depths, ancient ruins, labyrinthine sewers, vertical shafts, and forgotten chambers pile level upon level, climbing higher and higher until the inhabited regions are reached. These higher levels, made up of towers growing like trees in a forest of stone and brick, contain most of the city’s residents and visitors. Poorer members of society live in the deeper portions of the towers, while those above gain wealth and status the higher up they live. The uppermost levels feature open-arched towers, balconies, bridges, and platforms that form a strange lacework of “solid” ground high in the air. Above all of this floats the neighborhood known as Skyway, where the most affluent citizens live and play.The Manifest Zone
Sharn is situated within a manifest zone linked to the plane of Syrania, the Azure Sky. The manifest zone primarily enhances spells and magic items that permit levitation and actual flight. Outside the zone, most of these items either grow weaker or lose the ability to function altogether. Without the zone, the city’s great towers and spires would crumble, its transportation systems would collapse, and the neighborhood of Skyway would plummet to the ground. Sky coaches slowly move from tower to tower, transporting people within the manifest zone. Other ways to get around the city include walking (almost every tower can be reached by multiple bridges that connect the platforms and walkways at different levels), lifts that ride up and down and side to side along magical strands of light, and magebred animals trained to carry passengers within the city’s limits.Commerce
There’s a popular saying on the elevated streets of Sharn: “If it can be bought, it can be bought here.” Shops and trading stalls abound, usually gathered in trade districts, open-air markets (called “exchanges”), or merchant halls (called “tower markets,” often multileveled) found within many tower and building complexes. Some shops jut from the sides of walls and bridges, ramshackle structures of wood hastily thrown together or built around a crack in the stone. Others occupy prime space set aside for such purposes and leased from tower landlords. The tower markets present the most elaborate market exchanges, where shops selling different wares sit side by side and one atop the other inside the open cavity of a tower or multistory blockhouse. Beyond these more or less legitimate business ventures, Sharn boasts a thriving black market wheree verything from exotic fruits and animals to illegal spell components and stolen goods can be traded. Sharn’s authorities do their best to curtail this activity, if for no other reason than so proper taxes can be collected, but supply and demand make it next to impossible to really control. This leads to another popular saying: “If someone wants it, someone sells it in Sharn.” Morgrave University, with its glass walls and roughand-tumble approach to scholarly pursuits, was founded in Sharn and to this day maintains its main campus in the City of Towers. The institute of “learning, relic hunting, and grave robbing,” as it is called by the administrators of the more respected University of Wynarn, provides many opportunities for adventurers new to the craft and calling, and it isn’t hard to get a letter of marque from Morgrave to explore ancient sites.Law and Defence
The City Watch enforces the Galifar Code of Justice throughout Sharn, but in practice, residents are more likely to encounter a law officer among the higher spires than in the lower bowels of the city. Constables conduct regular patrols along the higher bridges, platforms, and walkways, venturing lower only when necessity or prudence warrants. Watch towers can be found in every ward, though there aren’t really enough constables to adequately serve and protect all of Sharn’s populace. The Watch, reluctantly, calls on agents of the King’s Citadel (who maintain a presence in the city) when an incident appears to be more then they can handle. More often, however, the Watch turns to adventurers when it needs additional deputies for a short amount of time. Other than one woefully inadequate attack from the sea that barely scratched the cliff walls rising from the bay, the Last War never reached Sharn—at least not in the sense of marching armies and occupation forces. The City of Towers did have to contend with spies, saboteurs, terrorists, and waves of refugees as the years of bloody conflict dragged on. Perhaps the worst event during those years occurred in 918 YK, when unknown saboteurs (no one ever claimed responsibility for the act) caused the Glass Tower to fall from the sky, killing thousands.Districts
Sharn is a vertical city. It is divided up into five distinct plateaus: Central Plateau, Menthis Plateau, Northedge, Dura, and Tavick's Landing, as well as the Cliffside district built into the sides of the cliff near the Dagger River. While each plateau divides the city into districts, the city is also stratified vertically and divided into several sections. The lowest wards of the city are called the Cogs, and if one were to walk to the heights of Sharn they would then pass through the Depths, the Lower City, Middle City, Upper City, and then finally they would need to find some method of travel to the highest section of Sharn, which is Skyway. Generally, the higher one is in Sharn, the wealthier the citizens are. Each section of the city is further divided into smaller districts.
Central Plateau
A largely upper and middle class district in the middle of the city, Central is the center of government where the city government and embassies from other nations are located. Upper and Middle Central are home to some of Sharn's finest businesses, banks, and wealthiest citizens, and even the Lower Central district is the nicest part of the lower city. The appropriately named Highest Towers are the tallest point of the city, outside of the floating Skyway.
Menthis Plateau
The trendiest of Sharn's plateaus, Menthis is an entertainment hub and popular tourist destination. It is also home to Sharn's Morgrave University on the upper level, and the notorious Torchfire entertainment district at the lower level.
Northedge Plateau
Northedge is a relatively quiet, largely residential plateau. It stretches from apartments and tenements in the lower district to shining penthouse suites in the upper, with a scattering of temples and commercial wards.
Dura
Dura is the largest and poorest plateau, with only the Cogs being worse off. A mixture of residential and business districts, it is also home to the widest variety of peoples. The lower levels of Dura are massed warehouses connected to Cliffside, tenement blocks and ruins, while Upper Dura holds respectable housing, shopping, and the Cliffside Ward known for catering to adventurers and soldiers.
Tavick's Landing
Tavick's Landing, located at the eastern edge of the city, is the home for most of the Dragonmarked Houses, including travel hubs for the lightning rail and airships. Upper Tavick's Landing is considered the safest, most patrolled ward in the city (short of the Skyway), while Lower Tavick's holds the largest gates to the city, entertainment and shopping, and the largest number of Cyrans in the city.
In addition to the main plateaus are several other districts and regions:
Cliffside
Cliffside is built into the side of the cliffs along the Dagger and Hilt Rivers, clinging to the outside of the Lower Dura district. Its businesses all catered to either shipping or adventuring interests, and the moving of people and goods in and out of the city.
Skyway
Skyway is but a single district, not connected to any plateau but rather suspended by magic above the rest of the city (a magic that only worked because of the manifest zone). Skyway is the home of the most fantastically wealthy and prestigious residents, as well as businesses that attended to them.
The Depths
"The Depths" is the generic name for the regions below the main plateau, excepting the Cogs and Cliffside. Largely a system of sewers and ruins.
The Cogs
The churning industrial heart of Sharn, located below the Depths, especially below the floors of the chasms that divide Sharn's plateaus.
The City of the Dead
On the fields to the north of the city is a sprawling district of tombs, catacombs, ruins, and the ocassional cluster of houses and shops. Mostly holding the oldest of the city's graveyards - cremation is more popular in modern times - it is outside the manifest zone and sparesly populated.
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