Tavicks Landing Settlement in Eberron (Federation of Adventurers) | World Anvil
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Tavicks Landing

Overview

  Tavick's Landing is the welcoming district for travelers to Sharn. Whether you are coming by airship or by lightning rail, you likely arrive here in Tavick's Landing. During the Last War, most of the soldiers were stationed here, and a bit of that tension still can be felt today. However, watch commander Ilyanna ir'Talan has cracked down heavily on corruption within the ranks of the Sharn Watch, and this is one of the few districts where the watch can be considered useful and capable. However, visitors from many of the nations that fought against Breland will likely want to move on as many shopkeeps are openly hostile here against them.    

Upper Tavick's Landing

Essentially a small city within a city, Upper Tavick's Landing caters to the Nobles that live there. It has fine housing, skilled artisans, a booming mercantile district, and even an entire district designed to house the servants of those that live here known as the Sunrise district. Prices are kept artificially lower here to accommodate those on a tighter budget.   The laws are very strict here, stemming from laws put in place during the last war. House Deneith patrols the streets, with the full authority of the Sharn Watch, and their elite Blademark mercenaries maintain checkpoints going into the district. To carry a weapon here, you will need a License (which costs 5GP), but you will need to visit the city clerk in the Twelve Pillar District to state a valid reason and pay for the license. To cast a spell here, you will also need to be licensed (10GP). At any time, any member of the Watch may demand to see your license, and if you do not have one your weapons will be confiscated and you will need to pay a heavy fine. This leads to very safe streets.   Another quirk of the district is an obscure law that demands all inhabitants to dress "in a manner that upholds the solemn dignity of this proud ward." Given how loose this law is, the watch members can be rather creative in how they interpret this specific law. Generally, armor is not allowed unless you are active in the Brelish military. Any unruly behavior (including fighting, being loud, littering, carrying weapons, dressing in armor, or not living up to the arbitrary high standards) can carry fines of up to 5GP and banning from the ward.  

Middle Tavick's Landing

  Middle Tavick's Landing is home to many travelers and tourists. There are many excellent Taverns and Inns to fit any style and budget, not to mention lively entertainment. A huge arena known as the Cornerstone hosts events ranging from jousting, races, circuses and even traveling operas. The Deathsgate district caters to adventurers, and you can usually find your next big payday there. House Jorasco has a big house of Healing here at the top of one of the spires, and House Deneith is always recruiting new mercenaries for those looking to see the world.   The Graystone district is a safe haven for Karrnathi tourists looking to get some respite from the Brelish aggression, and enjoy some home cooked meals (including blood sausage and Nightwood ale). Directly above the lightning rail station of Lower Tavick's Landing is the world famous Tavick's Market, a huge district full of local farmers selling produce and souvenirs to tourists looking for a taste of the local culture. A large set of elevators bring up travelers who can smell the delicious foods cooking from the marketplace.  

Lower Tavick's Landing

Two routes both end here in Lower Tavick's Landing: The lighting rail station ends in the district of Terminus, housing the largest Lighting Rail station in all of Khorvaire. It is run by House Orien, and offers a luxurious way to travel across the continent. Everyone who travels by road enters here at Wroann's Gate, passing through the heavily fortified garrison known as the Black Arch. The Dragoneyes district is full of tourist traps, designed to be a maze of Inns, Brothels, Gambling Halls, and taverns that make it hard for those unfamiliar with the layout to leave without spending quite a bit of coin.   House Orien has a strong presense here, as does House Lyrandar and Deneith. A lot of shipping goes through the district, so most of the houses focus on keeping shipments safe and crime down. Also having a strong presence is Cyre Refugees. An entire district called the High Walls was converted from an unused prison to a residential district for refugees from the last war. This is a hotbed for tensions looming from the last war, so the Watch keeps a close eye on this district.  

Things to Do in Tavick's Landing

Take a Chance. The dragoneyes district is full of ways to lose your wages, especially in underground gambling halls. If you can, look for Chance. This is the name of both a secret roaming gambling den as well as the Changeling whom runs it. He specializes in exotic wagers, and exotic games of chance or even duels. Want to wager a year of your life in service over a game of dice? This is the place for you.
Find Refuge. Though most of the refugees in the High Walls come from Cyre, it is in truth a safe haven for anybody displaced by the war. The place is overcrowded, and resources are stretched thin, though if you need a place to stay for cheap this is likely your best bet.
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 openly practiced. Though any undead servents are kept off the street and out of view, behind closed doors you will find many working for the families here. 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.

Demographics

Upper Scale Nobility, Tourists, Servants
Type
Ward
Location under
Included Locations

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