Sharn Settlement in Taridad | World Anvil
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Sharn

The Shape of Sharn

Sharn is the largest city in Noyatu, with a population of half a million people. Humans make up about a third of that number, and dwarves are a sixth of it; the rest is a blend of every race found across Noyatu. Halflings, levels, gnomes, and dragonborn all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn daily.   Sharn stands above the Dagger River and its eastern tributary, the Hilt, in southern Breland. It's an important port for anyone dealing with continents in the southern hemisphere. Mountains line the shores of the Dagger, and Sharn can't spread out. So instead it has grown ever upward.   The city is primarily made up of these quarters:
  • Central Plateau 
  • Dura 
  • Menthis Plateau 
  • Northedge 
  • Tavick's Landing 
At the hub of each of these quarters is a cluster of enormous core towers. A web of bridges and platforms connects many of these vast spires, and smaller turrets sprout from the edges of the core towers. The district of Skyway floats above the highest towers while the tunnels of the Cogs stretch out below the lower city.   In between those extremes, each of the quarters is divided into an upper ward, a middle ward, and a lower ward. Each ward is made up of a number of districts so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name.  

Aftermath of War

Far from the front lines, Sharn never fell under siege during the revolution that ended the Wynarn Empire. Regardless, the war's impacts affected the city's citizens and continue even today.  

Physical Damage

Although Sharn was never subjected to a sustained assault, it didn't avoid damage. On many occasions, commandos and saboteurs launched significant attacks inside Sharn. The most infamous was the Aundairian attack that brought down the floating Glass Tower, devastating the district now known as Fallen. In any of the lower or middle wards, you might encounter evidence of the conflict in the form of a shattered bridge, a building collapsed by an arcane explosion, or an area some say is haunted because of the large number of people killed there during the war.  

Psychological Scars

There are places in the city that house people who suffered because of the actions of other nations. For example, many of the residents of Dura hold all Aundairians responsible for the destruction of Fallen. In another district, folk could hate the Droaam for an undead attack that occurred during the war, and a different group could blame Aundair, Droaam, and the Talenta Plains for the sieges of Vathirond. These kinds of sentiments can shape the feelings of an entire district but in the city as a whole, there are far more people who have personal burdens to carry than those who feel resentment toward particular nations. For instance, on an individual level, most members of the Sharn Watch might not care about a gnoll being seen in a neighborhood, but a guard who fought on the Droaam front during the war might be out for revenge. Warforged are sometimes the targets of this sort of prejudice; a person whose friends were killed by warforged soldiers might resent all such creatures.  

Shortages

Because the ink is barely dry on the Treaty of the Five Nations and relationships between the signatories are still being normalized, Sharn doesn't currently benefit from a lot of commerce with other nations. Problems could arise from a short supply of any imported goods, whether this manifests as inflated prices, the need for rationing or certain items being simply unavailable. The factors of supply and demand also play into smuggling and the black market; some desirable goods might be available only through the Boromar Clan.  

Refugees and Victims

Droaam refugees have filled the district of High Walls in Lower Tavick's Landing beyond capacity, and Sharn is also home to a significant number of refugees from elsewhere in Breland - people whose homes and villages were destroyed during the war or from the ever-expanding Everglacier, and who have come to Sharn in search of new lives. The city also has its share of other people harmed during the war, soldiers, and civilians with severe physical and psychological injuries. All these folk are most likely to be found in the lower wards. They aren't just poor; they're suffering - and they might seek vengeance against those they blame for their pain.  

Education and Research

Morgraave University, though not the most respectable institution of higher learning in Noyatu, has an extensive library that boasts definitive collections of lore in certain fields, particularly arcana, dungeoneering, geography, and history. Their library rivals those of the Cobalt Soul. The university is an excellent source of sages who hire their services out on a short- or long-term basis. Even those who profess to be sages but have no connection to the university tend to cluster around Morgrave, with their homes and businesses almost all located in the University, Den'iyas, and Ivy Towers districts of Upper Menthis.   Another important site for certain kinds of research is the City Archive, in the Highest Towers district of Upper Central. The archive contains exhaustive historical documents of Sharn; birth, death, and marriage records; and copies of legal documents such as identification papers and letters of marque issued in the city. Access to these records, however, is more restricted than to the contents of the Morgrave library.   Those who want to further their research through some hands-on experience might find undiscovered lore in the lowest regions of Sharn, where sewers and tunnels snake through ancient ruins. Similarly, the crypts of the City of the Dead might hold come relevant historical information.  

Shopping Centers

Sharn contains a number of major shopping districts. The Tradefair district in Middle Central focuses on top-quality goods - everything you'll need to maintain an upscale lifestyle. North Market in Lower Northedge has a fine selection of common goods. Almost anything can be found in the Bazaar of Middle Dura, as long as you're not concerned about the origin of secondhand goods. Tavick's Market in Middle Tavick's Landing is a center for produce and other goods brought in from the farms and artisan workshops outside Sharn.  

Healing

House Jorasco operates houses of healing throughout the city, largely in the middle and upper wards. The Panaceum in Dragon Towers (Middle Central) is the primary Jorasco enclave.   The Panaceum has an alter that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the lower planes along with the person being raised. Before the healers take gold to perform a resurrection, a Jorasco adept will first cast augury. If this divination indicates looming disaster, the adept will reject the request.   A few divine spellcasters in Sharn can raise the dead, notably the high priest of Sarenrae. These devout clerics rarely sell their services, however, and the high priest would need a compelling reason to help someone who has different beliefs.  

Wards of Sharn

Sharn is a vertical city, and elevation is n indicator of status and wealth. Each quarter is roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards have names such as Lower Dura, Upper Central, and Middle Menthis   Upper wards are the domain of the rich and powerful. Here you'll find the finest goods and. the most expensive services. Violence is rare in any of the upper wards, and the Sharn Watch actively patrols these areas. Although the guards here might be corrupt just as in a middle or lower ward, they're already being paid well by powerful nobles and criminal organizations, and they work efficiently in the service of these forces.   Middle wards are home to the middle classes. here you'll find bustling markets and taverns, along with a wide range of entertainment and housing. Most goods and services are affordable to those of a modest lifestyle, with a few higher-priced options tucked away. The Sharn Watch has a presence but is not as strong as in the upper wards.   Lower wards house the hardworking laborers, along with the destitute and the desperate, including refugees who lost everything in the war or from Everglacier and orphans who never had anything, to begin with. The watch pays little attention to the lower districts, making them a haven for criminals and gangs.

Guilds and Groups

Guilds and similar associations abound in Sharn. Their headquarters are places where people can find the company of fellow professionals, or perhaps enlist the assistance 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 the following:

Adventurer's Guilds

Sharn is a magnet for those who seek adventure and opportunity. Forgotten treasures are hidden in ruins below the towers, and expeditions leave for Chult, the Demon Wastes, and Everglacier 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. Sharn is home to two organizations that provide adventurers with opportunities for work and camaraderie: the Clifftop Adventurer's Guild and the Deathsgate Guild. A strong rivalry exists between the Deathsgate Guild and the Clifftop Adventurer's Guild.  
The Clifftop Adventurer's Guild
Located in the Clifftop district of Upper Dura, this organization has a sterling reputation as a source of reliable explorers and champions. clifftop adventurers are known for their courage and integrity, and guildmaster Summer Korranor holds members to a high standard of virtuous behavior. Many of the local businesses cater to adventurers.  
The Deathsgate Guild
Adventurers who are willing to take on any job and to do whatever it takes to triumph might find themselves suited for membership in the Deathsgate Guild. Named for its proximity to the City of the Dead, the district of Deathsgate prides itself on being a haven for those who challenge death on a daily basis. The guild's founder, Kassh "Blackaxe" Droranath, doesn't care how his members do their jobs, as long as they don't fail.  

The Circle of Song

A bard is a versatile individual, equally skilled at entertainment and espionage. These talents are perfectly matched to the city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Songs is an informal organization, open to any bard who knows its customs and who can find an outpost. It has no membership dues, however, you're expected to make a donation if you make significant use of the group's resources.   The first and oldest outpost of the Circle of Song is the Golden Horn in the University district of Upper Menthis; a few bards are almost always in residence and willing to share news and stories. Other, less elaborate outposts are maintained in Sharn, and over the centuries the circle has established outposts in most major cities and many smaller communities across Noyatu. These sites are usually taverns or inns that have hidden areas accessible only to members of the circle.   Bards are expected to set aside personal rivalries while in a circle outpost, and any kind of combat or violence is prohibited. Violating this rule results in immediate expulsion from the circle, at the least.  

Arcane Orders

Its mighty towers and floating spires mark Sharn as a symbol of mystic power and achievement. Soon after the founding of the city, the greatest wizard of the time chose it to be the seat of their arcane order. Its goal was to celebrate excellence in the mystic arts, bringing together the greatest practitioners of magic in a society that rivals Strixhaven University and the institutions of Aundair.   A schism split the original society, but today both of the branches of the original organization, the Esoteric Order of Aureon and the Guild of Starlight and Shadows, are recognized and respected throughout Breland. Each one has lesser halls in every major city in the nation and even Ravnica.
The Esoteric Order of Aureon
Members of the larger of the two societies, the Esoteric Order of Aureon, take a vow to use their talents to preserve and advance civilization and to operate within the confines of the law. The Esoteric Order helped Galifar I form and maintain the Wynarn Empire, and many members served Breland during the revolution. Although its members aren't prohibited from studying any form of magic, the specialties of the order are abjuration, divination, and evocation magic. Wizards and artificers are almost always welcome in the guild. Sorcerers must prove their grasp of arcane theory to earn a place, and warlocks are rarely accepted as members. The hall of the Esoteric Order of Aureon is in the district of Clifftop in Upper Dura.  
The Guild of Starlight and Shadows
Breland's other arcane order encourages independence and innovation, qualities that contribute to a mutually uncomfortable relationship between the Guild of Starlight and Shadows and the Sharn Watch. The schools of conjuration, enchantment, and illusion are favored by this group. Warlocks, especially those of the Archfey, are generally welcome. Members of the Esoteric Order look down on Starlight wizards, and in turn, the guild members often mock the wizards of the Esoteric Order and play pranks on them. The Guild of Starlight and Shadows has its hall in the Deathsgate district in Middle Tavick's Landing.  
The Closed Circle
There is one dark stain in the shared history of the arcane orders. Three hundred years ago, a third order arose in Sharn - a sinister cabal called the Closed Circle. This order specialized in transmutation and necromancy and dabbled in the forbidden lore of the Far Realm and Asmodeus. It's said that the members of the Closed Circle went mad and sought to summon terrible things; whatever the truth, the guild was wiped out more than two hundred years ago by the combined action of the Chruch of Heliod, the Esoteric Order, and the Guild of Starlight and Shadows.  
 

Forces of the Law

In Precarious, a dwarf tries to smuggle a portable hole filled with treasures pillaged from Chult past the guards of the Sharn Watch.   In Clifftop, a patrol of guards calls on two dueling barbarians to throw down their weapons; the fierce warriors just snarl and rush at each other once more.   In the court of Upper Central, a magistrate orders the Justicar of Aureon to blind the prisoner in preparation for his sentence of perpetual darkness.   The law is a force to be reckoned with in Sharn. Even in places where the watch is notoriously ineffective, those who would break the law still need to be wary of zealous guards resistant to bribes or threats.  

The Sharn Watch

The Sharn Watch is responsible for enforcing the laws of the city. The sentinels of the watch patrol the streets of Sharn, to all outward appearances vigilant for signs of unrest. In truth, the Sharn Watch is riddled with corruption, from the commanding officers down to the lowliest patrollers. Dedicated guards who truly want to protect the innocent do exist. But bribery nonetheless runs rampant, and the watch has a way of failing to show up somewhere at the same time that Daask or the Boromar Clan is perpetrating some misdeed.

The King's Citadel

The members of the King's Citadel are the direct agents of the Brelish Crown. As such, the King's Citadel stands above the Sharn Watch. Its members have the authority to take control of any investigation and to command the service of any guard or sentinel. Typically the Citadel leaves the daily chores of law enforcement (including the conflicts between the criminal organizations of the lower towers) in the hands of the Sharn Watch. The Citadel is concerned with forces that threaten the entire city, or even the kingdom. Foreign spies, mad necromancers, and ancient fiends - these are the foes of the King's Citadel, rather than pickpockets and burglars.   Of course, many of these greater threats might be beyond the capabilities of the typical Citadel agents. Much as the adventurer's guilds do, the Citadel keeps a close eye on unusual and talented individuals, and a party of adventurers might be called upon to assist the Citadel in a dangerous mission.   Unlike the Sharn Watch, the King's Citadel doesn't ask for help; it demands it. The knights of the Citadel are the representatives of the King of Breland, and any Brelish citizen who refuses to help them is committing an act of treason. The Citadel isn't required to provide compensation for the services it demands, but an adventurer who wins the respect of the Citadel can certainly benefit from the relationship.   The King's Citadel is made up of these four divisions:
  • The King's Dark Lanterns gather intelligence and engage in covert operations.
  • The King's Shields protect the royal family and its closest associates.
  • The King's Swords are elite soldiers used in the most dangerous military operations.
  • The King's Wands are wizards and sorcerers, serving the crown in all arcane matters.
The headquarters of the Citadel is in the Ambassador Towers district of Middle Central, in Andith Tower. That structure also serves as the city jail.  

The Redcloak Battalion

The soldiers of the Redcloak Battalion are among the deadliest warriors in Sharn. When a situation calls for extreme military force, both the Sharn Watch and the King's Citadel turn to the Redcloak Battalion. This elite unit fought in the forefront during the revolution, and the bards in Menthis today sing of the exploits of Khandan the Hammer and Meira the Huntress. At the end of the war, the battalion was split up, and one unit was assigned to Sharn, the other to Wroat. Its headquarters is located in the Daggerwatch district of Upper Dura.   Many members of the Redcloak Battalion resent being relegated to mere law enforcement, and there is a strong rivalry between the Recloaks and the King's Swords of the Citadel, who generally have less military experience even though they enjoy far greater authority and prestige.   As veterans and heroes of the Five Nation Revolution, many of the Redcloaks are unfriendly towards travelers from other nations. As far as the Redcloaks are concerned, the Treaty of the Five Nations is merely an intermission, and soon King Boranel will come to his senses and finish the job that the original revolutionaries began, killing the rest of the Wynarn family.
Population: 500,000 (33% humans, 16% dwarves, 12% elves, 10% halflings, 10% gnomes, 19% other races)   Government: The City Council, a group of 17 individuals who rule the city

City Government

Sharn has many people in positions of power: beadles, ministers, bailiffs, and all manner of minor functionaries and officials. But ultimate power rests in the hands of the City Council. That body has seventeen members: one for each ward in the city, plus representatives from Skyway and the Cogs. Each ward has its own process for selecting a counselor, and there are no legal restrictions on who can govern. 

Sharn Councilors

Upper Central Eldeth Torunn (Non-binary Dwarf)
Middle Central Sorik Sensos (Male Human)
Lower Central Sava Kharisa (Female Human)
Upper Dura Randal Evenwood (Male Human)
Middle Dura Hruitt (Male Owl)
Lower Dura Ilyra Boromar (Female Halfling)
Upper Menthis Thurik Davandi (Male Gnome)
Middle Menthis Balasar Kepeshk (Male Dragonborn)
Lower Menthis Savia Potellas (Female Human)
Upper Northedge Maza Thadian (Female Elf)
Middle Northedge Oskar Grimhammer (Male Dwarf)
Lower Northedge Shassa Tarr (Female Shifter)
Upper Tavick's Landing Bestan Tonn (Male Halfling)
Middle Tavick's Landing Selise Marivaldi (Female Human)
Lower Tavick's Landing Kilk (Changeling)
Skyway Evix Marasha (Female Human)
The Cogs Nolan Toranak (Male Dwarf)
Founding Date
33 PDE
Type
Metropolis
Included Locations
Owning Organization

Watch Your Step

As befits the City of Towers, Sharn is also a city of bridges and balconies. These thoroughfares and outcroppings can be extremely narrow or comfortable wide. Although most of them are bound by walls or railings, there's always a chance that during your time in Sharn, you or someone you know will go over the edge. So, how do residents cope with this risk?   Those who can afford it usually carry a feather token as insurance. No token? Don't panic! Because of the maze of bridges and spans connecting the towers, there's an excellent chance that you won't fall more than a hundred feet before impacting on a lower bridge. Though this alone might seem like small comfort, it's also true that the major bridges in the upper and middle wards are enchanted with feather fall effects that trigger automatically, keeping you from crushing an innocent passerby in your descent.  

Communication Services

Need to get a message to someone? If you're not in a hurry, the Orien post has boxes throughout the city; you can mail a letter for 1 cp. Hiring a courier generally costs between 5 cp and 5 gp, depending on the size of the package and where you want it delivered. You can find Sivis message stations in almost every upper and middle ward, and if you absolutely have to contact someone instantly, the Sivis enclave in the Dragon Towers district (Middle Central) can perform a sending spell for 200 gp.   House Tharashk has brought an innovation to message delivery in Sharn: the use of gargoyles. Tharashk has several of these creatures in its employ, and these flying couriers are a quick way to get a message across the city. If you spot a gargoyle without a burden, you can flag it down, and it costs 5 gp to deliver a letter or a small package.  

Spellcasting Services

Magewrights and adepts can be found in every district of Sharn, selling their services. Standard prices are posted in the below table.
Spell Level Price
1st 25 gp
2nd 50 gp
3rd 100 gp
These costs can vary depending on the spell and the spellcaster, and they don't include the price of expensive components. People who can cast higher-level spells are rare, typically found only in the dragonmarked houses or the wizard circles; the cost and availability of such services varies based on the caster.

Sports and Games

As befits a metropolis that boasts people of all cultures, Sharn hosts a wide variety of sports and athletic events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, sisters hold informal hrazhak competitions every night in Lower Northedge. The ogres of the Cogs are fond of tugs-of-war, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the Firelight district in Lower Menthis, Callestan in Lower Dura, Cornerstone in Middle Tavick's Landing, or Hareth's Folly in Middle Dura. Below are links describing three exotic sports practiced in the city:  

Crimes and Punishments

Officers of the watch can levy fines on the spot when they catch culprits, which is the typical way that minor crimes are dealt with. For a serious offense, the perpetrator is taken to a garrison and held until a trail can be arranged. A criminal who is considered to be a serious flight risk will be taken to the most secure facility in Sharn - the King's Citadel headquarters.    Typically, a prisoner's case comes to the attention of a local magistrate within 4 days. The magistrate reviews the facts of the case and asks the victim to confirm or deny their role in the crime while under the influence of a zone of truth spell. The magistrate will then propose a punishment to the accused; if the offer is refused the case goes to trial.    Punishment for convicted criminals varies, but long-term imprisonment is quite rare. Prisoners who are deemed to be too dangerous to be allowed to roam free are more likely to be imprisoned. Typically, a lengthy prison sentence is used only for criminals who can't be allowed to go free, but whose deaths would have negative diplomatic repercussions.    Fines are the typical form of punishment. The amount of a fine is generally based on the nature of the crime, but a magistrate has the right to increase a fine to ensure that it is an effective punishment. For example, a fine of 10 gp is crippling to a commoner but can be inconsequential to an adventurer or a member of the Aurum, and in such cases, it will be increased. Also, the court can confiscate instead possessions in lieu of receiving payments in gold; you might not care about having to pay a fine of 100 gp, but having your grandfather's magic sword confiscated instead might sting. If a criminal can't afford to pay a fine, the sentence might be changed to hard labor - or, in the case of adventurers, performing special services on behalf of the city or the Crown.    Other kinds of punishment include branding (generally in a visible location, warning others of your criminal actions), exile, or several magical measures: an ongoing curse, a period of induced blindness, and so on. A repeat offender might be declared an outlaw, which status is often indicated by a brand. An outlaw is stripped of the protection of the law, and anyone can take any action against them without fear of legal retribution.

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