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==THINGS TO KNOW ABOUT SHARN== ==='''GEOGRAPHY OF SHARN'''=== Sharn is the largest city in Khorvaire, with a population of close to a million sentients. This city is a cosmopolitan metropolis, with no species holding a demographic majority. Thriving communities and individuals of all Khorvaire's sentients can be found within its confines. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees still find their way to the city, along with tourists, spies, merchants, and folk hoping to find their fortune in the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. 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; and 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. ==='''GOVERNANCE IN SHARN'''=== 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 councilor, and there are no legal restrictions on who can govern. The current Lord High Mayor is Janus Treyvailyn, whose served in the post for almost two full terms. Elected right after the end of The Last War, he's been an advocate for peace within Sharn, Ireland, and across Khorvaire. ==='''CRIME IN THE CITY'''=== Under the laws of Sharn, crime takes many forms. Any sort of theft is illegal, including “malicious theft of identity”—the use of shapeshifting abilities or illusion magic to impersonate someone with the intent to cause harm. Assault, murder, and fraud will all land you in hot water. Other activities walk the edge of legality. Gambling and prostitution are legal in Sharn, but these industries are heavily taxed and regulated. Sharn is large enough to boast four major organized criminal organizations:the Boromar Clan, Daask, House Tarkanan, and the Tyrants. It's also large enough to have room among those crime syndicates for unaffiliated gangs and independent criminals of all stripes. The Boromar Clan and Daask are currently engaged in near open turf warfare across the city, with blood spilled on both sides - and among civilians on an almost daily basis. ==='''THE FORCES OF LAW'''=== 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. There are three law enforcement groups with overlapping jurisdiction in Sharn: The Sharn City Watch; The King's Citadel; and The Redcloak Battalion. 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. They wear brass-yellow tunics with the city's livery emblazoned on them. These tunics are ensorcelled by magewrights to reject stains, dirt, and filth of any kind - to metaphorically signal the incorruptibility of the Watch. To those who've spent any time in the city, this metaphor is either the height of irony, or aspirational at best. In addition to the sentinels, the Watch employs inquisitive whose job it is to investigate more complicated crimes, and ensure the guilty are brought to justice before the magisterial courts. 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 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. 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 of the Last War, 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. Its headquarters is located in the Daggerwatch district of Upper Dura.
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