Eberron Rising From the Last War

(Nancy Kaufman) #1
dl2 Councilor
5 Maza Thadian (elf) represents Upper Northedge. A
venerable elf and owner of one of the finest restau­
rants in Sharn, she fights to maintain tradition but
definitely puts the needs of the wealthy ahead of the
poor.
6 Shassa Tarr (shifter), from Lower Northedge, rep­
resents the interests of the merchants and shifters of
her ward. She is a cunning diplomat and devoted to
her constituents.
7 Bestan ir'Tonn (halfling) has represented Upper Ta­
vick's Landing for thirty years, and largely views his
ward as a separate city within the city. He has a rep­
utation for stirring up conflict and setting the other
councilors against one another.
8 Kilk (changeling) represents the merchants of Lower
Tavick's Landing. Whispered rumors suggest that
the changeling has ties to the mysterious Tyrants.
Some insist that Kilk is actually an identity shared by a
group of changelings.
9 Hruitt (owl) is a giant owl who can assume human
form. A former aerial racer, he's a clever negotiator
who fights for the good of the Bazaar and Mid die
Dura, often opposing the Boromar Clan and its allies.
10 llyra Boromar (halfling) is the councilor for Lower
Dura, but it's common knowledge that her true alle­
giance is to her family and its criminal empire. The
current ongoing conflict with Daask has weakened her
family and her position.
11 Evix ir'Marasha (human) represents Skyway. Lady
Marasha owns the Celestial Vista restaurant, along
with several other valuable businesses. She's an elo­
quent speaker who supports many radical positions,
including abolishing the monarchy after the death of
King Boranel and recognizing Sharn as an indepen­
dent province.
12 Nolan Toranak (dwarf), the councilor for the Cogs,
is largely seen as a tool of the industrialists who own
the foundries there. Members of his family were killed
by warforged during the Last War, and Toranak har­
bors a bitter grudge against House Cannith and the
warforged. He has tried to have warforged reclassified
as property, and seeks to suppress warforged activ­
ists in the Cogs.

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 spiri­
tual guidance.
The Sovereign Host is the dominant religion of Bre­
land, represented by shrines and small temples through­
out 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 Men­
this 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, Sham's
largest temple to the Silver Flame, is located in Upper
Central. Archierophant Ythana Morr is frequently ac­
cused 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.

GUILDS AND GROUPS
Guilds and similar associations abound in Sharn. Their
headquarters are places where people can find the com­
pany of fellow professionals, or perhaps enlist the assis­
tance of an organization.
All the guilds associated with the dragonmarked
houses are well represented in Sharn; most have
guildhalls in the Dragon Towers district of Middle
Central. Aside from those groups, the city features a
number of less populous associations, such as those de­
scribed below.

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 adventur-
ers with opportunities for work and camaraderie: the
Clifftop Adventurer's 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 ac­
cess to work, since the guildmaster can connect parties
of adventurers with patrons and jobs suited to their tal­
ents. Beyond that, there are a few additional benefits:

CHAPTER 3 I SHARN, CITY OF TOWERS r 57
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