Wayfinder's Guide to Eberron

(Nancy Kaufman) #1

132 CHAPTER 6 | THE SHAPE OF SHARN


Watch pays little attention to the lower
districts, making them a haven for criminals
and gangs.
This is a broad stereotype that doesn’t apply to
all wards. Dura is a particularly poor quarter,
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meanwhile, Central is a center of wealth and
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middle ward.
Each ward is further subdivided into districts,
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includes the districts of Stonegard, Longstairs,
and North Market. Lower Dura includes seven
distinct districts. This book doesn’t delve deeply
into unique features of each district; the broad
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If you’d like to know more about the districts of
Sharn—along with more information about its
many factions, plots, and locations—refer to the
sources presented in the Appendix.

GETTING AROUND
Sharn is an enormous city and traveling from
one side to the other can be quite an ordeal. As a
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  • It takes up to 30 minutes to move around
    within a particular 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 to move through one
    of these quarters.
    So traveling from Lower Menthis to Upper
    Central involves passing through three wards
    (Lower Menthis to Lower Central, then
    ascending two levels) and can take up to 90
    minutes. If you want to add a little color to your
    travels, you can roll on the Street Encounters
    tables when you pass through a district. The
    Central quarter is only connected to Northedge
    and Menthis, and there’s no bridges between
    Dura and Northedge.


Traveling from district to district involves
lots of bridges and ramps, along with magic
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descend along threads of mystical energy. Lifts
are designed to move cargo and can be up to 30
feet in diameter. Most lifts have rails but aren’t
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Should this happen to you, the section on falling
later in this chapter may prove useful!
There are many ways to speed up travel
in Sharn. House Orien manages a system of
coaches; taking an Orien coach cuts travel
time in half and costs 2 CP per ward travelled.
Flight is the prefered way to get through Sharn,
cutting travel down to a sixth of the usual time
(5 minutes per ward). It’s also more expensive:
2 SP per ward involved. The most common
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mounts can also be encountered in Sharn:
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pteranodon), and giant owls can all be found
around the city.

^»ù‘ʃ‘«›Ý
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come in a wide range of shapes and sizes.
A typical air taxi might resemble a rowboat,
while a touring vessel could be the size of
a longship and have an enclosed cabin for
guests.
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use of bound elementals. Sharn is located in
a manifest zone that enhances magics tied
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both skycoaches and the towers themselves
possible. If a skycoach is taken more than a
mile away from Sharn, its enchantments will
fail and it will crash.
House Lyrandar maintains and licenses
most of the skycoaches in Sharn, but you
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to pilot an skycoach. It does require
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someone who can pilot it.
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