Tavick's Landing
Everyone who comes to Sharn, whether by land or air, passes through Tavick's Landing. The quarter took on a martial aspect during the Last War, and the tense atmosphere can still be felt today. On the positive side, Watch Commander Iyanna ir'Talan has gone to great efforts to purge corruption in the local garrisons of the Sharn Watch; as a result, this is one of the few districts where the Watch is both helpful and competent. On the downside, visitors from any nation that fought against Breland during the war might be greeted with suspicion or hostility.
For those willing to put up with its restrictive laws, Upper Tavick's Landing has many fine features. Wyredd's Spirits is the best source for wine in Sharn. The shop Crystals of Denion buys and sells rare magic items, though it only has a handful of such items at any given time. Transmutation is a renowned beauty salon providing both mundane and arcane services. House Deneith maintains a fortified garrison and training facility in the Copper Arch district.
You need a license to carry a weapon in Upper Tavick's Landing, which only costs 5Gp, but you must plead your case to a clerk. Any Blademark or member of the watch can demand to see your license and might confiscate unauthorized weapons. You also need a license to cast spells in the ward, it costs 10GP and you must specify the spells you intend to cast. A fine can be levied for any unauthorized use of magic.To get licenses for weapons or spellcasting, you'll have to go to the courthouse in the Twelve Pillars District.
Another law requires inhabitants to dress "in a manner that upholds the solemn dignity of this proud ward." Blademarks and officers of the watch can choose how they interpret this. Typically, armor is considered inappropriate unless you're tied to House Deneith or the Sharn Watch., or you've served with the Brelish military. Anyone in contempt of this law is escorted out.
Any sort of unruly behavior - fighting, shouting in the streets, and the like - brings a fine of up to 5GP and temporary expulsion from the ward.
The Graystone district has deep roots in Karrnathi culture that predated the Last War; Slogar's and the Bloody Mug are places where homesick Karrns can enjoy blood sausage and Nightwood ale. The district is a haven for Karrnathi soldiers who want to avoid Brelish aggression and a place where followers of the Blood of Vol can practice their faith.
Tavick's Market is one of Sharn's major market districts; located directly above the Terminus lightning rail station, it's filled with stands selling produce and goods brought in by local farmers.
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 Lyrander 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 displaced 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 Sharn Watch keeps and eye out for any signs of unrest.
Upper Tavick's Landing
This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an entire district - Sunrise - designed for the servants of the nobles. The services and lodging in Sunrise accommodate those with poor or modest lifestyles, as opposed to the higher-priced goods found elsewhere in the ward.For those willing to put up with its restrictive laws, Upper Tavick's Landing has many fine features. Wyredd's Spirits is the best source for wine in Sharn. The shop Crystals of Denion buys and sells rare magic items, though it only has a handful of such items at any given time. Transmutation is a renowned beauty salon providing both mundane and arcane services. House Deneith maintains a fortified garrison and training facility in the Copper Arch district.
The Laws of Upper Tavick's Landing
During the war, fears of attacks by foreign agents resulted in the establishment of a number of laws here that affect visitors, including adventurers, to this day. The soldiers of House Deneith have full authority to acts as agents of the Sharn Watch in Upper Tavick's Landing, and staff of Deneith's elite Blademark mercenaries maintain checkpoints at the district's edges.You need a license to carry a weapon in Upper Tavick's Landing, which only costs 5Gp, but you must plead your case to a clerk. Any Blademark or member of the watch can demand to see your license and might confiscate unauthorized weapons. You also need a license to cast spells in the ward, it costs 10GP and you must specify the spells you intend to cast. A fine can be levied for any unauthorized use of magic.To get licenses for weapons or spellcasting, you'll have to go to the courthouse in the Twelve Pillars District.
Another law requires inhabitants to dress "in a manner that upholds the solemn dignity of this proud ward." Blademarks and officers of the watch can choose how they interpret this. Typically, armor is considered inappropriate unless you're tied to House Deneith or the Sharn Watch., or you've served with the Brelish military. Anyone in contempt of this law is escorted out.
Any sort of unruly behavior - fighting, shouting in the streets, and the like - brings a fine of up to 5GP and temporary expulsion from the ward.
Location | Description | District |
---|---|---|
Crystals of Denion |
This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items both beautiful and powerful. |
Silvergate |
The Three Towers | A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenaries that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs. | Copper Arch |
Transmutation | A beauty salon that employs both magical and mundane cosmetic techniques. | Copper Arch |
Wyredd's Spirits | Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but the prices are high. | Copper Arch |
Middle Tavick's Landing
Unlike the upper ward, Middle Tavick's Landing welcomes tourists and travelers. The wards features a host of lively taverns and excellent inns. The Cornerstone is a huge arena that hosts events ranging from circuses to aerial jousting. The Deathsgate district caters to adventurers, much as the Clifftop district of Upper Dura does. Like Clifftop, the district has an adventurers guild - thought the Deathsgate Guild has a dark reputation, and its members often pick fights with Clifftop adventurers. House Jorasco has a large house of healing in the ward, and House Deneith maintains a recruiting station for would-be mercenaries.The Graystone district has deep roots in Karrnathi culture that predated the Last War; Slogar's and the Bloody Mug are places where homesick Karrns can enjoy blood sausage and Nightwood ale. The district is a haven for Karrnathi soldiers who want to avoid Brelish aggression and a place where followers of the Blood of Vol can practice their faith.
Tavick's Market is one of Sharn's major market districts; located directly above the Terminus lightning rail station, it's filled with stands selling produce and goods brought in by local farmers.
Location | Descritption | District |
---|---|---|
The Bloody Mug | A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive
a warm welcome and a tankard of nightwood ale in exchange for stories from the old country. |
Graywall |
The Cornerstone | A massive arena that holds a wide variety of sporting events.These include jousts and races, both on
foot and through the air. The Stone Trees is an offshoot of The Cornerstone that serves as the playing field for hrazhak competitions. |
Cornerstone |
The Deathsgate Guild | A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has
a sinister reputation, earned because its members will do anything in the pursuit of success. |
Deathsgate |
The Guild of Starlight and Shadows | The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for spellcasting services. | Deathsgate |
Maynard's Menagerie | The Vadalis storefront deals in exotic pets and animal companions, as well as barding and other useful gear. | Deathsgate |
Redblade's | A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have
a side business selling poisons and venoms. |
Deathsgate |
Slogar's | This modest restaurant serves traditional Karrnathi cuisine. The ambiance is a bit gloomy, but the prices
are reasonable, and the food is very filling. |
Graywall |
Tooth and Nail | A comfortable tavern devoted to the sport for hrazhak. Most of the clientele are shifters, but anyone
willing to talk hrazhak will find friends here. |
Cornerstone |
Lower Tavick's Landing
Two land routes to Sharn both end at Lower Tavick's Landing. The Orien lightning rail deposits passengers in the district of Terminus, while those who travel to Sharn on the Old Road arrive at Wroan's Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full siege. The ward offers a variety of services catering to travelers; the Dragoneyes district is a maze of taverns, inns, brothels, and gambling halls. Dragoneyes is also noteworthy 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 Lyrander 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 displaced 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 Sharn Watch keeps and eye out for any signs of unrest.
Location | Description | District |
Chance | A legendary gambling hall. In addition to standard games, it is said the host can cover a wide range of unusual wagers. | Dragoneyes |
Terminus Station | An enclave of House Orien, the site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other Dargonmarked houses have outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others. | Terminus |
Velvet's | Staffed by Changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet to relive triumphs, to prepare for debates or trials, or for help in developing a new identity. | Dragoneyes |
Type
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