Eberron Rising From the Last War

(Nancy Kaufman) #1
designed to repel enemies and withstand a full siege.
The ward offers a variety of services catering to travel­
ers; the Dragoneyes district is a maze of taverns, inns,
brothels, and gambling halls. Dragoneyes is also note­
worthy for being the site of one of the few changeling
communities in Breland.
House Orien has a strong presence in Lower Tavick's
Landing, and Orien heirs, laborers, and teamsters can
be found in many of the districts. House Lyrandar and
House Deneith are also well represented, with their
representatives arranging matters of trade, transport,
and security.
These days, Lower Tavick's Landing is best known
for High Walls, a former residential district converted
into a home for refugees from the Last War. High Walls
is filled past capacity, mostly by Cyrans who were dis­
placed by the Mourning. The gates are open at present,
but High Walls is designed to serve as a fortress
prison if the need arises, and the Sham Watch
keeps an eye out for any signs of unrest.

THINGS TO Do IN TAVICK's
LANDING

As a metropolitan district filled with immigrants, mer­
chants, and travelers from across Khorvaire and beyond
it, Tavick's Landing offers a host of opportunities to
enjoy food and entertainment from distant lands. Or you
might find yourself here for one of a few specific rea­
sons, such as:
Take a chance. The Dragoneyes district is filled with
ways to lose your wages, both in established gambling
halls and on street corners. If you you're looking for
something a little more exotic, see if you can find
Chance. This is the name both of a secret, roaming
gambling den and of the changeling who runs it. In
addition to offering all manner of mundane games and
bets, Chance is said to be able to arrange and cover
nearly any sort of wager or duel. Are you ready to
gamble with a fiend? Would you wager a year of your
life for a moment of good fortune when you need it the
most? If any of the rumors are true, these are exam­
ples of what's possible at Chance.
Find refuge. Though most of the refugees in High Walls
come from Cyre, the district is a haven for anyone
displaced in the war, including Brelish. The place is
overcrowded, however, and resources are stretched
thin. Tensions are high, and feuds and power strug­
gles among the refugees take place regularly. If you're
from Cyre, you might be able to find a cot in High
Walls, especially if you already have friends or family
living there.
Bond over blood. The Graystone district in Middle
Tavick's Landing is one of the few places in Breland
where the Blood of Vol religion is practiced openly.
Residents are circumspect about their activities, and
undead servants are largely kept off the streets. But if
you're a follower of the faith, it's a place where you can
participate in the Sacrament of the Blood or consult
with a priest. It's also the best place to find a skilled
necromancer, or to hear rumors about the latest
schemes of the Order of the Emerald Claw.


ABOVE AND BELOW

The five main quarters of Sharn make up the bulk of the
city. But a few additional districts lie above and below
the metropolis proper, including wondrous sites and
dangerous places that most folk prefer to avoid.

SKYWAY
A number of floating towers drift above the upper wards
of Sharn, but these are dwarfed by Skyway, an entire
district suspended above and between Central Plateau
and Menthis Plateau. Built on an island of solidified
cloud, Skyway holds the mansions of the wealthiest
people in Khorvaire-nobles whose feet never touch the
ground. It's a realm of wonders, filled with the finest
examples of luxury and extravagance that gold can buy
and magic can produce. For instance, Cloudpool Park is
formed from sculpted cloudstuff, with window panels of
ice that provide a view of the city below.
Skyway is home to lavish estates. Prior to the Last
War, noble families from across the Five Nations main­
tained mansions here. Though some of these places
remain in the hands of their original owners, others
were seized by the crown during the Last War and sold

THE VOICE OF

m�'lAN�


IS YOUR NEI GHBOR


A CYRAN INVADER?


In the wake of the Mourning, our king welcomed the
survivors of that tragedy into our cities. In Sham, High
Walls alone holds more Cyran refugees than Karrnath
has allowed across its borders. If you read the Sham In­
quisitive or the Korranberg Chronicle, you've heard the end­
less litany of how difficult life is, tales of overcrowding,
starvation, and disease. Although we at the Vo ice of Bre­
land sympathize with all who suffer, we refuse to ignore
the deadly threat in our midst. The majority of Cyrans
who survived the Mourning did so because they were
beyond the borders of their nation. And why is that? Be­
cause they were soldiers.
The Sham Inquisitive talks about starving children and
ailing peasants, but it doesn't mention the Cyran spe­
cial forces and elite war mages who now reside in High
Walls. As Brelish, we all want to show compassion to
the truly innocent, but let us never forget that these
people were once our enemy and could be again. And
let us also remember that the cause of the Mourning
remains a mystery. Was it divine punishment for Cyran
sins that have yet to be washed clean? Or could it have
been a premature activation of an arcane weapon-and
if so, could Cyran artificers already be working on an im­
proved version in the heart of our greatest city?
Remain alert, people of Breland! Don't let the current
plight of these unfortunates blind you to the danger!

CHAPTER 3 I SHARN, CITY OF TOWERS

(^175)

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