The towers of
Sharn reach up to the sky. But its tunnels also stretch down into the earth. Far below the forgotten ruins of
the Depths, these undercity warrens are known as the Cogs. The great furnaces and foundries of the Cogs form the industrial base of
Sharn . The borders of the different Cogs “districts” are not as clearly defined as they are on the surface, but there are a few well-known (and often infamous) areas.
Few people with any choice live in the Cogs. Those who work in the foundries usually find homes in
Lower Dura or
Lower Tavick's Landing, and
Khyber's Gate is the only place where there are actual homes to be found. In spite of this, the Cogs do support a population of a few thousand people. Criminals and fugitives hide from the law. Forbidden cults and other sinister organizations set up temporary residence in the Cogs to practice their dark rituals. But in addition to these individuals, a culture has developed in
the Sewers levels and
the Depths above the Cogs over the course of centuries. These “cellar dwellers” live dangerous lives, scavenging the refuse of the world above and battling one another for territory. But they know the secrets of UnderSharn—and the passages that lead to the forgotten ruins that litter the levels between the Lower-City and the Cogs.
The Cogs lie deep below
Sharn, below the sewers and even beyond
the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the centuries House Cannith has helped
Breland establish vast foundries that tap this mystic resource.
Ashblack and
Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It’s said that House Cannith maintains a massive forgehold in the depths, and that this is where Baron Merrix d’Cannith conducts his arcane experiments. In addition, The Red Hammer is Sharn’s only tavern catering specifically to warforged.
Beyond
Ashblack and
Blackbones lies
Khyber's Gate, a maze of tunnels and tenements carved into the stone. The
Sharn Watch has no presence in Khyber’s Gate, and the closest thing to an authority is the criminal organization known as
Daask. Many of the inhabitants of the Gate are goblins and immigrants from Droaam, but it’s also home to fugitives and other desperate people. You can find mad cultists, undead, and even demons, along with a handful of hermits and visionaries seeking to escape the city above. Shamukaar is the most successful tavern in Khyber’s Gate. This bar is a safe haven for all within it, regardless of species or politics; once you make it through the door, you can breathe easy.
Physically, the Cogs are a honeycomb of passages, just wide enough for the carts and caravans that transport goods to and from the surface. The heat is palpable, and smoke and sulfur scents the air. The Cogs are old, and light is provided by everburning torches as opposed to everbright lanterns; these torches are often spaced far apart, so there can be stretches of shadow between the pools of light. Merchants may hire adventurers to guard particularly important caravans, supply trains have been attacked by
Daask in the past.
Social Class: Lower class
Character: Cramped and dirty industrial area
Much of
Sharn’s warforged population can be found in the Cogs districts of
Ashblack and
Blackbones, laboring in these workhouses and forges. While they are technically free, most of the
Warforged don’t know what to do with freedom; they were made to follow orders and to work as part of an army. Unscrupulous businessmen have lured
Warforged into indentured servitude, and many are little better than slaves. Requiring neither food nor sleep, they toil unceasingly, day in and day out. Lord
Merrix d’Cannith has been making efforts to improve the life of the
Warforged and to encourage the constructs to take more initiative. The
Warforged who work at the Cannith Enclave in
Ashblack are treated as equals, and Merrix secretly helped establish the Red Hammer Inn in
Blackbones to help the warforged there.
The Cogs are primarily devoted to industry. When
Lord Tarkanan destroyed the old city during the
War of the Mark, he opened channels to the lake of fire that lay deep beneath. This lava burns with a heat that is more than the laws of nature should allow, and it is ideal for working difficult metals such as adamantine. Over the centuries,
House Cannith has helped
Breland develop a massive array of foundries and forges in
The Cogs, combining the powers of magic and nature to create a powerful industrial complex. In addition to the trades that rely on the heat and the fire,
The Cogs are home to many businesses that the people on the surface don’t want to have to see, smell, or deal with—tanneries, slaughter houses, and other unpleasant trades.
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