Wayfinder's Guide To Eberron
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WAYFINDER’S GUIDE TO EBERRON WAYFINDER’S GUIDE TO EBERRON Explore the world of Eberron in this campaign prototype for the world’s greatest roleplaying game Sebastian Kimble (Order #15417015) Ù®ãÝ Lead Designer: Keith Baker Design: Ruty Rutenberg ĚĚŝƟŽŶĂůĞƐŝŐŶ͗ Jeremy Crawford, Mike Mearls, Kate Welch ƌƚŝƌĞĐƟŽŶΘ/ůůƵƐƚƌĂƟŽŶ͗ Lee Moyer ŽŽŬĞƐŝŐŶ͗Will Hindmarch ĚŝƚŽƌƐ͗ Kenna Conklin, Will Hindmarch, Ruty Rutenberg ŽǀĞƌ/ůůƵƐƚƌĂƚŽƌ͗Chippy /ŶƚĞƌŝŽƌ/ůůƵƐƚƌĂƚŽƌƐ͗'ƌĂĐĞůŝƐŽŶ͕DŝƚĐŚŽƟĞ͕ Rich Ellis, Steve Ellis, Tomas Giorello, Howard >LJŽŶ͕tŝůůŝĂŵK͛ŽŶŶŽƌ͕^ƚĞǀĞWƌĞƐĐŽƩ͕ Wayne Reynolds, Anne Stokes, Mark Tedin, Francis Tsai, Brian Valenzuela, Anthony S. Waters, Charlie Wen, James Zhang This book includes some rules and spells that originally appeared in Xanathar’s Guide to Everything (2017). WůĂLJƚĞƐƚĞƌƐ͗ Teos Abadia, Kurt Caceres, Chelsea Caine, Cory Casoni, Wayne Chang, Charlie Chu, Kenna Conklin, Ryan Conklin, Jenny Conlee, Chris Funk, Dan Garrison, Hrishikesh Hirway, Jason Hobson, Noura Ibrahim, Kym :ĂĐŬƐŽŶ͕dĂůŝĞƐŝŶ:ĂīĞ͕:ŽŶĂƚŚĂŶ<Ğůƚnj͕ĞƌĞŬ Mears, Jason Charles Miller, Marc Mohan, >ŝŶĚƐĞLJDŽƌƚĞŶƐĞŶ͕DĂƌƚLJDŽƌƟŵĞƌ͕ŝŐ EĞƵƚƌŽŶ͕<ĂŝEŽƌŵĂŶ͕^ĂƟŶĞWŚŽĞŶŝdž͕DŝůLJŶŶ ^ĂƌůĞLJ͕ƵƐƟŶ^ĐŽŐŐŝŶ͕<ƌŝƐƟĂŶ^ĞƌƌĂŶŽ͕ Eugene Simon, Jimmy Tamborello, Shana Targosz, Ivan Van Norman, Kyle Vogt, B Dave tĂůƚĞƌƐ͕^ĐŽƩtĞůŬĞƌ͕ŝŶŽƌĂtĂůĐŽƩ ^ƉĞĐŝĂůƚŚĂŶŬƐ to the people who helped bring Eberron to life, including Peter Archer, Mary <ŝƌĐŚŽī͕>ĞĞDŽLJĞƌ͕ŚƌŝƐƚŽƉŚĞƌWĞƌŬŝŶƐ͕ ^ƚĞǀĞWƌĞƐĐŽƩ͕ZŽďĞƌƚZĂƉŝĞƌ͕>ŝnj^ĐŚƵŚ͕DĂƌŬ ^ĞŚĞƐƚĞĚƚ͕DĂƌŬdĞĚŝŶ͕ĂŶĚ:ĂŵĞƐtLJĂƩ͘ hE'KE^ΘZ'KE^͕Θ͕tŝnjĂƌĚƐŽĨƚŚĞŽĂƐƚ͕&ŽƌŐŽƩĞŶZĞĂůŵƐ͕ZĂǀĞŶůŽŌ͕ƚŚĞĚƌĂŐŽŶĂŵƉĞƌƐĂŶĚ͕ĂŶĚ ĂůůŽƚŚĞƌtŝnjĂƌĚƐŽĨƚŚĞŽĂƐƚƉƌŽĚƵĐƚŶĂŵĞƐ͕ĂŶĚƚŚĞŝƌƌĞƐƉĞĐƟǀĞůŽŐŽƐĂƌĞƚƌĂĚĞŵĂƌŬƐŽĨtŝnjĂƌĚƐŽĨƚŚĞ Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © 2018 by Keith Baker, and published under the Community Content Agreement for Dungeon Masters Guild. II THE WAYFARER’S GUIDE TO EBERRON Sebastian Kimble (Order #15417015) CONTENTS INTRODUCTION ..........................................................4 CHAPTER ONE: WHAT IS EBERRON? ............. 5 A Magical World .......................................................6 Pulp Adventure..........................................................7 Neo-Noir Intrigue......................................................9 The Last War ............................................................12 The Mourning ...........................................................14 Ancient Mysteries ......................................................17 If It Exists In D&D, There’s A Place for It in Eberron ............................19 CHAPTER 2: WELCOME TO KHORVAIRE ..............21 Nations of Eberron ....................................................22 Aundair .....................................................................23 Breland .....................................................................24 Cyre (The Mournland) .............................................25 Darguun ...................................................................26 The Demon Wastes ...................................................27 Droaam .....................................................................28 The Eldeen Reaches..................................................29 Karrnath ....................................................................30 The Lhazaar Principalities ........................................31 The Mror Holds ........................................................32 Q’barra ......................................................................33 The Shadow Marches ...............................................34 The Talenta Plains ....................................................35 Thrane .......................................................................36 Valenar ......................................................................37 Zilargo .......................................................................38 Everyday Life.............................................................39 MAGIC IN KHORVAIRE ......................................41 Magewrights ..............................................................42 Wandslingers .............................................................43 The Magical Economy .............................................44 Faiths of Khorvaire....................................................48 Distant Lands ............................................................52 Eberron: Above and Beyond .....................................55 CHAPTER 3: RACES OF EBERRON ...........................59 Changelings ...............................................................60 Shifters .......................................................................64 Warforged..................................................................67 Dwarves .....................................................................71 Gnomes .....................................................................76 Half-Elves ..................................................................77 Half-Orcs ...................................................................78 0ITÆQVO[.....................................................................79 Humans .....................................................................82 Other Races...............................................................83 CHAPTER 4: DRAGONMARKS ..................................89 Creating a Dragonmarked Character .......................90 Dragonmarks and Backgrounds ................................90 The Powers of the Mark ............................................91 Dragonmark Appearance ..........................................92 Background ...............................................................94 The Mark of Detection..............................................96 The Mark of Finding .................................................97 The Mark of Handling ..............................................98 The Mark of Healing.................................................99 The Mark of Hospitality ............................................100 The Mark of Making .................................................101 The Mark of Passage .................................................102 The Mark of Scribing ................................................103 The Mark of Sentinel ................................................104 The Mark of Shadow ................................................105 The Mark of Storm ...................................................106 The Mark of Warding ...............................................108 Greater Dragonmarks ...............................................109 Aberrant Dragonmarks .............................................111 CHAPTER 5: MAGIC ITEMS .......................................113 Magic Items ...............................................................114 CHAPTER 6: SHARN, CITY OF TOWERS..................123 Sharn Backgrounds .................................................124 The Shape of Sharn ..................................................131 Central Plateau Quarter ............................................134 Dura Quarter ............................................................135 Menthis Plateau Quarter ...........................................136 Northedge Quarter....................................................137 Tavick’s Landing Quarter .........................................138 Sharn: Above and Below ..........................................140 Things to Do in Sharn...............................................141 Criminal Activities in Sharn ......................................144 Starting Points ..........................................................147 Starting Point: Callestan............................................148 ;\IZ\QVO8WQV\"+TQ\ٺWX ..............................................150 Starting Point: Morgrave University .........................152 A Quick Sharn Story .................................................155 The Streets of Sharn..................................................157 APPENDIX A: FURTHER READING..........................134 Eberron Sourcebooks ................................................134 Eberron Novels ..........................................................135 APPENDIX B: GLOSSARY...........................................137 APPENDIX C: DRAGONMARKED HOUSE CRESTS . 142 THE WAYFARER’S GUIDE TO EBERRON Sebastian Kimble (Order #15417015) III INTRODUCTION )ZK[WNMTMK\ZQKQ\a[XIZSIVLÆIZMKIZZaQVO\PM TQOP\VQVOZIQT\W_IZL\PMJZQLOM1N;]VLZaQ[ \MTTQVO\PM\Z]\P\PM\ZIQVPWTL[INWZ\]VMQV+aZIV OWTL°INWZ\]VM\PI\ZQOP\N]TTaJMTWVO[\W\PM ZMN]OMM[[KI\\MZMLIKZW[[*ZMTIVL)VLQN;]VLZaQ[ \MTTQVO\PM\Z]\P\PI\OWTLQ[O]IZLMLJaIKILZMWN ]VLMIL[WTLQMZ[\PMMTQ\M_IZZQWZ[WN3IZZVI\PMVWUW][,MUM[VMQ[KQ\aWN\QMÆQVO[ on the western shore of Droaam. It is the TIZOM[\\QMÆQVOKWUU]VQ\aQV3PWZ^IQZM with arcane traditions developed over the course of thousands of years. • Droaam uses the supernatural abilities of its citizens as tools, just as the Five Nations use arcane magic. The Daughters of Sora Kell keep their people fed with troll sausage and use harpy’s song to quell brawls. Think about how a monster’s natural powers could be put to practical use. DROAAMITE CHARACTERS 5QVW\I]Z[WZK[OVWTT[\QMÆQVO[KPIVOMTQVO[ and other monstrous species all have a place in Droaam. Consider these when making a Droaamite character. ?PI\5ISM[AW],QٺMZMV\'The people of Droaam aren’t just humans with horns or green skin. Think about the strengths of your people IVL_PI\UISM[aW]LQٺMZMV\NZWUP]UIVQ\a both physically and culturally. Are You Proud? Many citizens of Droaam are proud of their nation. You know that the rest of Khorvaire considers you to be a “monster”. In Droaam, you are going to prove to them that you and your kind are capable of things humanity can’t even imagine. Or you might ignore this big picture and be driven solely by your personal desires or the goals of your family or warlord. Backgrounds. The creatures of Droaam are very diverse. A Droaamite kobold might be an urchin rogue. A minotaur could be a outlander barbarian with little knowledge of the outside _WZTL_PQTMI\QMÆQVO_IZTWKSKW]TLJMI[IOM well versed in history and arcana. THE ELDEEN REACHES Capital: The Greenheart Noted for Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, ]V\IUMLNWZM[\.IZUMZ[\MVL\W\PMÅMTL[_PQTM tribes of shifters and circles of druids and rangers roam the woods. These are the Eldeen Reaches. Druids and shifters have dwelt in the Towering Woods for thousands of years, but the eastern farmlands of the Reaches were part of Aundair until the Last War. The lords of Aundair NWK][ML\PMQZZM[W]ZKM[WV\PM_IZMٺWZ\ ignoring banditry and other problems faced by the farmers of the east. The Wardens of the Wood—largest of the druid sects—came to the aid of these farmers. Fifty years ago, the people of eastern Aundair seceded and formed the Eldeen Reaches. The Reaches were recognized as a nation by the Treaty of Thronehold, but many fear Aundair will try to reclaim the region. Druidic magic is a central part of life in the Eldeen Reaches. Most of its people seek to live in harmony with the natural world, and communities have a druidic advisor who helps with planning and planting. The Towering Woods are also home to tribes of shifters, who maintain a nomadic existence. The Wardens of the Wood maintain order and settle disputes, and the Great Druid Oalian—an I_ISMVML greatpine—is the spiritual leader of the Reaches. INTERESTING THINGS ABOUT THE REACHES • The fey have a strong presence in the Towering Woods. The region with the strongest ties to the Faerie Court is called The Twilight Demesne. • The Gloaming is a region with strong ties to Mabar. It’s charged with negative energy IVLÅTTML_Q\P[QVQ[\MZ\PQVO[ • Varna is the largest city in the Reaches and the seat of the dragonmarked House Vadalis. ELDEEN CHARACTERS Druidic traditions are important to the people of the Eldeen Reaches. Even if you’re not a druid, aW]UIaNWTTW_WVMWN\PM[MÅ^MXI\P[)[I variant human, you could take the Magic Initiate feat to learn a little druidic magic. Most of these traditions work with the druidic Circles of Land, Moon and Shepherd; Beast Totem barbarians; clerics with the Nature domain; or rangers with the Hunter or Beast Master archetypes. Other classes or archetypes especially suited to a path are called out below. The Wardens of the Wood seek to maintain the balance between nature and civilization, protecting each from the other. The Greensingers see the magic of the fey as a part of nature. They honor the archfey that PI^MQVÆ]MVKMQV\PMQZZMOQWV[IVL\Za\WTQ^MQV harmony with other fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural threats, such as aberrations and ÅMVL[ ĞĂǀŝŶŐ 1 ĨĞƵĚǁŝƚŚĂƌŝǀĂůĐůĂŶŚĂƐŐŽƩĞŶŽƵƚŽĨ hand, and it’s best that you leave the Holds for a few decades. 2 You’re in a large family and there’s no room for you to shine in your hold; you hope to prove yourself in the wider world. 3 Your clan has arranged your marriage and your future; you’ve decided to have a few ĂĚǀĞŶƚƵƌĞƐďĞĨŽƌĞLJŽƵƐĞƩůĞĚŽǁŶ͘ 4 zŽƵ͛ƌĞƉƵƌƐƵŝŶŐĂǀĞŶĚĞƩĂǁŝƚŚĂƉĞƌƐŽŶĂů rival. Are you seeking to defeat them in ďĂƩůĞŽƌŝŶďƵƐŝŶĞƐƐ͍ 5 You’re searching for a legendary dwarven ĂƌƟĨĂĐƚ͕ƌĞŵŽǀĞĚĨƌŽŵƚŚĞDƌŽƌ,ŽůĚƐ centuries ago by a Karrnathi noble. 6 You want to assemble a band of champions ǁŚŽĐĂŶŚĞůƉLJŽƵĞdžƉůŽƌĞƚŚĞĂŶĐŝĞŶƚƌƵŝŶƐ beneath your ancestral home. CHAPTER 3 | DWARVES Sebastian Kimble (Order #15417015) 71 ELVES +IMZa[PMTLPMZLW]JTMJTILMQV\PMNITKWVO]IZLTM^MT _Q\PPMZ[PW]TLMZ[IVL[XZMILQVOW]\TQSM_QVO[¹1 KIUMQV[MIZKPWNTMOMVL[ ITMVIZMT^M[)PIN\WNÅVM_WWL[]XXWZ\[I long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind CHAPTER 3 | DWARVES Sebastian Kimble (Order #15417015) 73 Êç½Ͳ½^®Ã®ãÙ͗DÙ㮽D½tÖÊÄ tĞĂƉŽŶEĂŵĞ Double-bladed Scimitar ŽƐƚ 100 gp ĂŵĂŐĞ 2d4 slashing tĞŝŐŚƚ 6lbs WƌŽƉĞƌƟĞƐ Special, two-handed your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it. Special. When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability UWLQÅMZI[\PMXZQUIZaI\\IKS ʽ㫠7KHHOYHVRI(EHUURQZHUHQ·WFUHDWHGE\WKH gods you may know from other settings. In Eberron, the Sulat Giants created the drow DVDZHDSRQWRÀJKWWKHUHEHOOLRXVHOYHV there is a lingering enmity between drow DQGHOIEXWLW·VQRWGULYHQE\WKHLQÁXHQFH of Lolth. Meanwhile, the elves revere their ancestors—many of whom still linger and guide them—as opposed to distant gods. This is an opportunity to explore these traditional races in a new light. However, if you want to incorporate Corellon and Lolth, WKHUH·VDIHZZD\VWRGRLW2QHSRVVLELOLW\ is that Eberron was created as a copy of the distant realms of the multiverse, hidden DZD\WRSUHYHQWWKHJRGVIURPLQÁXHQFLQJ it. As such, while the drow of Eberron have no knowledge of Lolth, if she found her way through the Ring of Siberys and into Eberron, she might be able to poison their hearts and turn them to her service. Alternately, you could present both Corellon and Lolth as legendary champions from the past. Corellon could be one of the great heroes and patron ancestors of the Valenar, or one of the leaders of the Undying &RXUWZKLOH/ROWKFRXOGEHWKHOHJHQGDU\ÀUVW commander of the drow, whose spirit lingers and hungers for revenge. 8OWLPDWHO\LW·VDTXHVWLRQRIWKHVWRU\\RX want to tell. Do you want to preserve the unique cultures of Eberron? Incorporate Corellon and Lolth into those cultures organically? Or explore the idea of these powers just discovering Eberron and awakening hidden memories in the blood of elf and drow? ELVES AND DRAGONMARKS The elven houses of Phiarlan and Thuranni carry the Mark of Shadow. They control the business of espionage throughout Khorvaire, but they also operate more legitimate businesses related to art and entertainment. Once they were a single house, but they split during the Last War; now they are ruthless competitors in both espionage and entertainment. CHAPTER 3 | DWARVES Sebastian Kimble (Order #15417015) 75 GNOMES ¹.Q^M_WZL[KIVLMNMI\I\PW][IVL[_WZL[º —Zil proverb Gnomes possess a love of knowledge that many would describe as lust. Most gnomes hate physical violence and prefer to solve their problems with words—whether that’s a wizard’s word of power or a rogue’s careful threat. The common view of the gnome is that of a friendly busybody, always ready to lend a hand or share a story. But in fact, that cheerful gnome is often gathering information that could one day be useful. GNOMES OF ZILARGO It would be an exaggeration to say that every Zil gnome is a ruthless schemer. But intrigue is the favorite pastime of the Zil. As a Zil gnome, you’ve been taught to manipulate and deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of daily life in Zilargo, used both for entertainment and for trickery. The ĂŶŐƵĂŐĞƐ— ŚĂůůĞŶŐĞ 1/2 (100 XP) Pounce. If the clawfoot moves at least 30 feet straight toward a creature and then hits it with ĂĐůĂǁĂƩĂĐŬŽŶƚŚĞƐĂŵĞƚƵƌŶ͕ƚŚĂƚƚĂƌŐĞƚŵƵƐƚ succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ĐůĂǁĨŽŽƚĐĂŶŵĂŬĞŽŶĞďŝƚĞĂƩĂĐŬĂŐĂŝŶƐƚŝƚĂƐĂ ďŽŶƵƐĂĐƟŽŶ͘ ã®ÊÄÝ Claws. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗+5 to hit, reach 5 Ō͕͘ŽŶĞƚĂƌŐĞƚ͘,ŝƚ͗10 (2d6+3) slashing damage Bite. DĞůĞĞtĞĂƉŽŶƩĂĐŬ͗нϱƚŽŚŝƚ͕ƌĞĂĐŚϱŌ͕͘ one target. ,ŝƚ͗8 (2d4+3) piercing damage CHAPTER 3 | HALFLINGS Sebastian Kimble (Order #15417015) 81 HUMANS ¹
ŽĚŐŝŶŐ͕hƌďĂŶ/ŶĨŽƌŵĂƟŽŶ Manufacturing >ĂŶĚdƌĂŶƐƉŽƌƚĂƟŽŶ ŽŵŵƵŶŝĐĂƟŽŶ͕dƌĂŶƐůĂƟŽŶ͕sĞƌŝĮĐĂƟŽŶ Bodyguards, Mercenaries Entertainment, Espionage ŶƚĞƌƚĂŝŶŵĞŶƚ͕ƐƐĂƐƐŝŶĂƟŽŶ ŝƌĂŶĚ^ĞĂdƌĂŶƐƉŽƌƚĂƟŽŶ Banking, Storage, Prisons CHAPTER 4 | CREATING A DRAGONMARKED CHARACTER Sebastian Kimble (Order #15417015) Excoriate. ?PMVILZIOWVUIZSMLPMQZLMÅM[ \PMQZPW][M\PMaUIaJMK]\WٺNZWUQ\1V\PM XI[\aW]ZUIZS_W]TLJMÆIaMLNZWUaW]ZJWLa Although this mutilation is no longer practiced, such exiles are still called excoriates. If you’re an excoriate, consider what you did to deserve this punishment. Were you a criminal? A charlatan? Or perhaps a sage who engaged in forbidden research? Foundling. Your ancestors left the house long ago. You have no ties to the house and may not have known you were connected by blood before you manifested your dragonmark. As an outlander or an urchin you might know nothing about the houses. As an acolyte or hermit, you could have put your faith ahead of worldly things, choosing not to pursue a connection with the houses. Whatever you decide, this is an opportunity to talk with your DM about the role you’d like the house to play in a campaign. Do you want them to be your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider? THE POWERS OF THE MARK Each dragonmark grants a set of abilities that ZMÆMK\\PMQVPMZMV\XW_MZ[WN\PMUIZS.WZUW[\ marks this includes an Intuition die. This can ZMÆMK\[]XMZVI\]ZITQV[\QVK\[WZO]QLIVKMNZWU \PMUIZSWZW\PMZUQVWZUIOQKITMٺMK\[5IVa dragonmarks grant limited magical abilities. Over the centuries the houses have developed tools that enhance and channel the powers of a mark, and it’s these dragonmark focus items that give the houses much of their power. )LZIOWVUIZSMLZIKMOQ^M[aW]I^MZa[XMKQÅK set of traits. However, you can also explain your class abilities as being a result of your exceptional connection to your dragonmark: • If you’re playing a bard with the Mark of Shadow, you could say that your illusion spells are drawn from your mark. If you’re IPITÆQVOJIZL_Q\P\PM5IZSWN0MITQVO you could describe your mark as the source of your healing magic. • As a life cleric with the Mark of Healing, you’re able to use your mark to channel positive energy and perform remarkable feats of healing. You could combine this with religious faith or you could say that the mark alone is the source of your divine magic. • If you’re a warlock with an aberrant dragonmark, you could say that the mark Q\[MTNQ[aW]ZÅMVLQ[PXI\ZWVIVL\PM[W]ZKM of your arcane powers. You don’t fully understand the nature of your mark, but you know that it’s growing stronger and you’re afraid you might lose control of it. These descriptions don’t change your character’s abilities in any way. It’s simply a way \WILLÆI^WZIVL[\WZa\WaW]ZKPIZIK\MZ ŽĐĂƚĞƌĞĂƚƵƌĞ͕&ŝŶĚdŚĞWĂƚŚ Wisdom Long Beast Sense, Dominate Beast Wisdom Long Mass Healing Word, Greater Wisdom ZĞƐƚŽƌĂƟŽŶ ^ĂŶĐƚƵĂƌLJ͕DŽƌĚĞŶŬĂŝŶĞŶ͛ƐDĂŐŶŝĮĐĞŶƚ Charisma Mansion &ĂďƌŝĐĂƚĞ͕ƌĞĂƟŽŶ Intelligence Long ůŝŶŬ͕dĞůĞƉŽƌƚĂƟŽŶŝƌĐůĞ ŽŶƐƟƚƵƟŽŶ Long Sending, Tongues Intelligence Long or Short ŽŵƉĞůůĞĚƵĞů͕tĂƌĚŝŶŐŽŶĚ Wisdom Long or Short EŽŶĚĞƚĞĐƟŽŶ͕DŝƐůĞĂĚ Charisma Long ŽŶƚƌŽůtĂƚĞƌ͕ŽŶƚƌŽůtŝŶĚ Charisma Long <ŶŽĐŬ͕'ůLJƉŚŽĨtĂƌĚŝŶŐ͕>ĞŽŵƵŶĚ͛Ɛ ^ĞĐƌĞƚŚĞƐƚΎ Intelligence Long CHAPTER 4 | GREATER DRAGONMARKS Sebastian Kimble (Order #15417015) Long Long ABERRANT DRAGONMARKS ¹AW]Z[QOQTKZMI\M[KPQTLWN+IVVQ\P5QVMPWTL[ \PMXW_MZ\WLM[\ZWaº —Rotting Bal, Tarkanan Enforcer MQTWN Flesh specializes in body art, both traditional tattoos and temporary illusions woved directly into the skin. MIDDLE NORTHEDGE This ward caters to the middle class of Sharn, with a wide range of comfortable housing. Dwarves make up the majority of the population, especially in the district of Holdfast. In contrast to Highhold in Upper Dura, the dwarves of Holdfast have deep roots in Sharn and feel no strong connection to the Mror Holds or its traditions. High Hope is a temple district; while the most impressive churches and shrines are located in Upper Central, it’s commonly known that if you’re looking for a truly devoted priest, you should go to High Hope. LOWER NORTHEDGE ?PQTMXWWZ4W_MZ6WZ\PMLOMQ[I[QOVQÅKIV\[\MX up from the slums of Lower Dura. The people of Lower Northedge don’t look for trouble, and they don’t like it coming to their doorstep. North Market is one of the largest markets in Sharn, though it specializes in simple, everyday goods. The Stoneyard LQ[\ZQK\PI[I[QOVQÅKIV\[PQN\MZ population; the Rat’s Nest is a tavern catering to shifters, while the Bear’s Rest is a shifter inn. THINGS TO DO IN NORTHEDGE Settle Down. If you’re looking for a place to live in Sharn, Lower Northedge combines reasonable quality and price with more security than Lower Dura. Die in Style. The elves of Shae Lias are experts in funerary customs and embalming. In addition, Mayne Jhaelian of the Gates of Passage is one of the few people in Sharn capable of raising the dead. Find a Patron. There are many eccentric nobles in Upper Northedge. A patron of the arts could take an interest in the career of a bard or entertainer. A collector might keep capable adventurers on retainer with the understanding that they’ll deliver any Dhakaani artifacts they come across in their travels. You never know _PI\JMVMÅ\[IXI\ZWV_QTTXZW^QLM#I\\PMTMI[\ they can give you an introduction to high society. CHAPTER 6 | NORTHEDGE QUARTER Sebastian Kimble (Order #15417015) 137 TAVICK’S LANDING QUARTER If you come to Sharn by land or air, you’ll enter the city through Tavick’s Landing. The quarter took on a martial aspect during the Last War, and this can still be felt today. On the positive side, the Watch Commander Iyanna ir’Talan has OWVM\WOZMI\MٺWZ\[\WX]ZOMKWZZ]X\QWVQV\PM local garrisons of the Sharn Watch; this is one of the few districts where the Watch is both helpful and competent. On the downside, citizens of any nation that fought against Breland during the war may be greeted with suspicion or hostility. UPPER TAVICK’S LANDING ŽƌĚƐŽĨƵƐƚͿ A disguised dragon (The Chamber) d«W½Êã 1d10 1 2 3 4 5 6 7 8 9 10 WůŽƚ Arrange a dangerous alliance. ĐƋƵŝƌĞĂƉŽǁĞƌĨƵůĂƌƟĨĂĐƚ͘ Assemble and use a magical weapon. Defeat a rival. Open a planar portal. ^ƵŵŵŽŶĮĞŶĚƐŽƌƵŶĚĞĂĚ͘ Overthrow a peer or superior. Cause a riot in the Cogs. Start a war between two allies. Collapse Skyway or one of the towers. CHAPTER 6 | A QUICK SHARN STORY Sebastian Kimble (Order #15417015) 155 d«dó®Ýã 1d8 1 2 3 4 5 6 7 8 156 dǁŝƐƚ A friend or former ally is working with the villain. The villain is not who they appear to be. A third party shows up with their own agenda. There’s a hostage, or an ally of the PCs is directly at risk. ŵĂŶŝĨĞƐƚnjŽŶĞŽƌƉůĂŶĂƌĐŽŶũƵŶĐƟŽŶ ŚĂƐĂŶƵŶĞdžƉĞĐƚĞĚĞīĞĐƚ͘ dŚĞǀŝůůĂŝŶŚĂƐĂƉĞƌƐŽŶĂůĐŽŶŶĞĐƟŽŶ to one of the PCs. dŚĞŝŶŝƟĂůƉůŽƚǁĂƐũƵƐƚĂĚŝƐƚƌĂĐƟŽŶ from the actual plot. dŚĞǀŝůůĂŝŶŝƐĮŐŚƟŶŐĂŐƌĞĂƚĞƌĞǀŝů͕ and their plot is an important part of that. CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) d«&®Ä½^Ä/Ý/Ä͘͘͘ 1d8 1 2 3 4 5 6 7 8 9 10 &ŝŶĂůĞ>ŽĐĂƟŽŶ ŶŝŶǀŝƐŝďůĞŇŽĂƟŶŐĨŽƌƚƌĞƐƐĂďŽǀĞ Sharn. The heart of Khyber’s Gate in the Cogs. The Bridge in Callestan in Lower Dura. A Cannith forgehold seized by the villain’s forces. The heart of the High Walls refugee camp in Lower Tavick’s Landing. ĨĞƐƟǀĂůĂƚƚŚĞWĂǀŝůŝŽŶŽĨƚŚĞ,ŽƐƚŝŶ Upper Central Plateau. A noble’s mansion in the restricted districts of Upper Tavick’s Landing The vaults of Morgrave University in Upper Menthis Plateau. An abandoned foundry in the Cogs. ĚĞŵŝƉůĂŶĞǁŝƚŚƵŶƵƐƵĂůƉƌŽƉĞƌƟĞƐ͘ THE STREETS OF SHARN The player characters are making a trip from Lower Dura to Upper Menthis. What happens along the way? The tables on the following pages IZMÅTTML_Q\PQLMI[NWZZIVLWU\PQVO[IVLXMWXTM you might encounter while wandering around Sharn. These could be used as pure color, or you could expand any one of these ideas to spark a full scene if the initial situation attracts the players’ interest. Not every result from the table needs to be the beginning of something in your story. Simply showing that Sharn lives and thrives around the players’ characters—that it’s full of stories happening all the time—helps bring the city to life for everyone. Use these tables as sources of inspiration. They ZMÆMK\\PMOMVMZITIK\Q^Q\QM[IVLÆI^WZWN\PM LQٺMZMV\TM^MT[WN;PIZVJ]\aW]KIV\IQTWZ\PM results to be a better match for any ward. BEHIND THE RESULTS The entries in the following tables depict things that adventurers in Sharn might encounter by chance or happenstance. Each of these is an immediate, visible part of someone’s life in Sharn. Each entry also has room to imply or imagine backstory or history—and to encourage players to ask “What happens next?” What happens next depends on their involvement. What led up to this moment is fuel NWZ\PMM^MZJ]ZVQVOÅZMWN;PIZV¼[W_VPQ[\WZa and character. Consider answering one or more of these questions to add another dimension to each entry in the table: • Where did participants in this moment start W?'ٺPMZMLQL\PMa_ISM]X\WLIa' • Why aren’t other locals participating? What’s complicating things here? • What do participants in this moment hope will happen? What are they afraid might happen? Why now? CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 157 >ÊóÙ^«ÙÄ^ãÙãÝ 2d20 ^ƚƌĞĞƚƐŽĨ>ŽǁĞƌ^ŚĂƌŶ 2 zŽƵĮŶĚĂŶĞǁůLJͲƉĂŝŶƚĞĚŵƵƌĂůŽĨĂ ŚĂůŇŝŶŐƐƚĂŶĚŝŶŐĂƚŽƉƚŚĞďůŽŽĚLJĐŽƌƉƐĞ of an ogre. 3 A dwarf is selling kebabs from a cart. ͞ƌŝƐƉLJƐƉŝĐĞĚƌĂƚ͊͟,ĞĐƌŝĞƐ͘͞dŚĞďĞƐƚ ŝŶƚŚĞƚŽǁĞƌ͊͟ 4 A changeling street performer adopts your face and begins to match your ĂĐƟŽŶƐ͘ 5 An old goblin has goods laid out for sale, odds and ends salvaged from the sewers. 6 A pack of children clusters around you, begging for copper or food. Do you help them? 7 ŶĂƩƌĂĐƟǀĞLJŽƵŶŐŚƵŵĂŶƉƌĞƐƐĞƐĂ small pamphlet into your hand. “Come ƚŽŚĂŶĐĞŝŶƌĂŐŽŶĞLJĞƐ͊ůůďĞƚƐǁŝůů ďĞĐŽǀĞƌĞĚ͊͟ 8 A sudden, horrible stench makes you gag. 9 You come upon a minotaur with a broken horn and a spiked club in one ŚĂŶĚ͘,Ğ͛ƐƵƌŝŶĂƟŶŐĂŐĂŝŶƐƚĂǁĂůů͕ĂŶĚ ƐŶĂƌůƐǁŚĞŶŚĞŶŽƟĐĞƐLJŽƵǁĂƚĐŚŝŶŐ͘ 10 A half dozen rats are clustered around a bloody bundle of cloth. They scurry away as you approach. 11 A young half-elf with a crimson ĞLJĞƉĂƚĐŚŽīĞƌƐĂĮŶĞƐĞƚŽĨƉĞŶƐĂŶĚ parchment for sale, at a price of 3 ƐŽǀĞƌĞŝŐŶƐ;ϯƐƉͿ͘͞dŽƉŶŽƚĐŚ͊ŶĚŶŽƚ stolen or anything.” 12 You step into a shallow puddle… and then realize it’s a pool of fresh blood. 13 You nearly walk into a well-dressed ŚĂůŇŝŶŐ͘^ŚĞƐƚƵĚŝĞƐLJŽƵƌĨĂĐĞĐĂƌĞĨƵůůLJ and scowls. Other onlookers carefully turn away. 14 A large black and white cat watches you from an alley. It’s caught a surprisingly scaly rat. 158 CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 15 16 17 18 19 20 21 22 23 24 25 Hungry people stand in line outside a ƐŚƌŝŶĞƚŽŽůĚƌĞŝ͕ǁĂŝƟŶŐĨŽƌĐŽŶũƵƌĞĚ bread. You bump into a medusa, causing her to drop the package she’s carrying. You freeze for a moment, then realize she has a leather band covering her eyes. Her serpent mane hisses as she retrieves her belongings. &ƌĞƐŚŐƌĂĸƟƐŚŽǁƐĂLJƌĂŶĐƌŽǁŶǁŝƚŚ ĂƐǁŽƌĚƚŚƌŽƵŐŚŝƚ͘dŚĞƚĞdžƚƌĞĂĚƐ͞LJƌĞ is dead, no place for Mourners.” ŐƌŽƵƉŽĨƐŚŝŌĞƌĐŚŝůĚƌĞŶƚĂŬĞƚƵƌŶƐ trying to make the biggest howl, laughing in between. dǁŽƐŚŝŌĞƌƐĂƌĞĂƌŐƵŝŶŐŝŶƚŚĞƐƚƌĞĞƚ͘ One of them snarls, and sharp fangs ĞdžƚĞŶĚĨƌŽŵŚĞƌŐƵŵƐ͘ A young woman is repairing a damaged ĞǀĞƌďƌŝŐŚƚƐƚƌĞĞƚůĂŶƚĞƌŶ͕ŵƵƩĞƌŝŶŐ curses under her breath. A well-dressed elf from Aerenal walks ĂůŽŶŐƚŚĞĮůƚŚLJƐƚƌĞĞƚ͕ĂĐĐŽŵƉĂŶŝĞĚďLJ a dour ogre hauling a large trunk. The elf’s face is hidden behind a brass mask, but he looks lost. A group of drunken soldiers are singing a warbling Brelish anthem from the Last War. A few of them spot you and demand that you join in. Do you? A dwarf and a goblin are arguing about the Race of Eight Winds, a local ƐƉŽƌƟŶŐĞǀĞŶƚ͘dŚĞŐŽďůŝŶŝŶƐŝƐƚƐƚŚĂƚ the Gargoyle will win this year, while the ĚǁĂƌĨƐƵƉƉŽƌƚƐƚŚĞ'ƌŝīŽŶ͘ A warforged skirmisher and a Valenar elf are engaged in an argument. The elf takes a step back and draws her scimitar. A trio of hobgoblins walk through a ŵĂŬĞƐŚŝŌŵĂƌŬĞƚĂƐƚŚŽƵŐŚƚŚĞLJ͛ƌĞ ŚƵŶƟŶŐĨŽƌƐŽŵĞƚŚŝŶŐ͘ 26 27 28 29 30 31 32 33 You’re drenched by a sudden gout of water—you hope—from a bridge above you. A group of Cyran refugees are gathered ŝŶĂĐŝƌĐůĞ͕ƐŝŶŐŝŶŐĂŚĂƵŶƟŶŐƐŽŶŐ͘ You see a tall, thin woman pulling a body—Dead? Drunk?—into an alley. Her arm is covered with the blood-red lines of an aberrant dragonmark. The window of a bakery holds a display ŽĨŝŵƉŽƐƐŝďůLJďĞĂƵƟĨƵůĐŽŽŬŝĞƐ͘tŚĂƚŝƐ this quality of goods doing down here? KƵƚƐŝĚĞĂƐŚŽƉ͕ĂŐƌŝŵLJŚĂůŇŝŶŐ ƉƌŽŵŝƐĞƐďĞƩĞƌĚĞĂůƐũƵƐƚĚŽǁŶƚŚĞ alleyway. A dragonmarked gnome walks down the street, carrying a small stone in his hand. Every few yards, he raises the stone to his lips and says, “Can you hear me now? Good.” An austere monk of the Silver Flame makes their way down the street, handing provisions to beggars. zŽƵŚĞĂƌƐŽŵĞŽŶĞƐŽŌůLJƐŝŶŐŝŶŐƚŚĞ ĞĂƌ͛ƐDĂƌĐŚ͕ĂƌĞůŝƐŚďĂƩůĞĂŶƚŚĞŵ from the Last War. The singer is a young man leaning against the wall; he’s ŵŝƐƐŝŶŐŚŝƐůĞŌĂƌŵ͘ 34 35 36 37 38 39 40 A headless warforged sits in an alley begging for coin. It waves in a signal of thanks whenever someone drops a coin in its bowl. A crowd is gathered around a young adept of the Silver Flame. She’s performing a ritual to purify a pool of ƌƵŶͲŽīǁĂƚĞƌ͘ zŽƵŶŽƟĐĞĂůĂƌŐĞŵĞƚĂůŚĂƚĐŚŝŶƚŚĞ ground, engraved with warding symbols ĂŶĚĂĂŶĐŝĞŶƚƉƌŽĐůĂŵĂƟŽŶƚŚĂƚŝƚ should never be opened. ŐƌŽƵƉŽĨŐŽďůŝŶĐŚŝůĚƌĞŶĐŚĂƩĞƌĂŶĚ ƐŚŽƵƚĂƚŽŶĞĂŶŽƚŚĞƌ͘dŚĞLJƐĐĂƩĞƌǁŚĞŶ they see you approach. A goblin tumbles out of a nearby tavern. A warforged juggernaut steps out of the door and snarls “Don’t come around ŚĞƌĞƵŶƟůLJŽƵĐĂŶƉĂLJ͊͟ A trio of Morgrave students take notes and they ask a goblin about “the goblin ĞdžƉĞƌŝĞŶĐĞ͘͟ Near one of the entrances to the Cogs, LJŽƵĐŽŵĞƵƉŽŶĂůĂƌŐĞŵŽďĐŚĂŶƟŶŐ ƐůŽŐĂŶƐĂŶĚƐŚŽƵƟŶŐ͘dŚĞĐĂƌƌLJƐŝŐŶƐ ƉƌŽƚĞƐƟŶŐƚŚĞƵƐĞŽĨǁĂƌĨŽƌŐĞĚ laborers. CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 159 D®½^«ÙÄ^ãÙãÝ 2d20 ^ƚƌĞĞƚƐŽĨDŝĚĚůĞ^ŚĂƌŶ 2 ͞ĞƐƚƚŽƵƌƐ͊ůůƚŚĞĨĂĐƚƐ͊͟ĐƌŽǁƐĂ kenku guide, trying to catch your eye. 3 An Aundairian man in a glamerweave ǀĞƐƚͶƉĂƩĞƌŶĞĚǁŝƚŚďůĂnjŝŶŐŇĂŵĞƐͶ interrupts your travel. “You know the best place to play cards around here?” 4 ĐŚĞĞƌĨƵůŐŶŽŵĞŽīĞƌƐŽůĨĂĐƚŽƌLJ ŝůůƵƐŝŽŶƐ͘͞&ŽƌũƵƐƚĮǀĞĐƌŽǁŶƐ͕/ĐĂŶ make the most dismal districts smell ůŝŬĞƌŽƐĞƐ͊͟ 5 ĐůƵŵƉŽĨŚŝƉƉŽŐƌŝīĚƵŶŐĨĂůůƐĨƌŽŵ the sky. 6 ŚĂůŇŝŶŐǀĞŶĚŽƌŝƐƐĞůůŝŶŐĚƌŝĞĚůŝnjĂƌĚ ũĞƌŬLJĨƌŽŵĂǁĂŐŽŶ͘͞dĂůĞŶƚĂŶƐƚLJůĞ͊͟ ƐŚĞƐĂLJƐ͘͞:ƵƐƚůŝŬĞĞůŝƉĂƵƐĞĚƚŽŵĂŬĞ͊͟ 7 A crowd stands outside a rundown ďƵŝůĚŝŶŐ͘ŐƌŝŵƋƵĂƌƚĞƚŽĨŚĂůŇŝŶŐƐ wearing the insignia of the Ratcatcher’s Guild head inside. ŚĂůĨͲĐŚĞǁĞĚĚƌƵŵƐƟĐŬĨĂůůƐĨƌŽŵĂŶ 8 ƉĂƐƐŝŶŐƐŬLJĐŽĂĐŚ͕ŶĞĂƌůLJŚŝƫŶŐLJŽƵŝŶ the head. 9 A dragonmarked half-orc holds what appears to be a dowsing rod, slowly passing it over doors and passerby on the street. The rod begins to shake violently as you approach. 10 A human merchant argues with a giant owl. 11 ƐLJŽƵĐƌŽƐƐĂďƌŝĚŐĞ͕LJŽƵŶŽƟĐĞĂ pair of stonemasons studding a crack running through the stone span. 12 Two people are arguing in front of a city ŐƵĂƌĚ͕ĂŶĚLJŽƵŚĞĂƌĂĐĐƵƐĂƟŽŶƐƚŚĂƚ someone is a changeling. 13 <ĂƌƌŶĂƚŚŝĐŽƵƉůĞƐƚĞƉŽīĂůŝŌ͕ĂůĂƌŐĞ map in their hands. They turn and ƌŽƚĂƚĞƚŚĞƉĂƉĞƌƐĞǀĞƌĂůƟŵĞƐ͕ƚƌLJŝŶŐƚŽ ŵĂŬĞŚĞĂĚƐŽƌƚĂŝůƐŽĨƚŚĞĚŝƌĞĐƟŽŶƐ͘ 160 CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 14 15 16 17 18 19 20 21 22 23 24 A warforged waves at you from a dingy cart piled high with a frightening array of foods. “Hungry? I could use some taste testers. As in, what does food taste like?” A scaled humanoid—one of the lizardfolk or dragonborn of Q’barra—is ĚĞůŝŐŚƟŶŐŽŶůŽŽŬĞƌƐǁŝƚŚĚŝƐƉůĂLJƐŽĨ ĮƌĞďƌĞĂƚŚŝŶŐ͘ You hear screaming above you. When you look up, you see a well dressed ŶŽďůĞŐĞŶƚůLJŇŽĂƟŶŐƚŽƚŚĞŐƌŽƵŶĚ͘ A young child sits crying on the stairs of dŚĂƌĂƐŚŬŝŶƋƵŝƐŝƟǀĞ͛ƐŽĸĐĞ͘/ĨLJŽƵĂƐŬ͕ ŚĞƐŽďƐƚŚĂƚƚŚĞLJǁŽŶ͛ƚŚĞůƉĮŶĚŚŝƐ dog. You spot a moss covered warforged ƐŝƫŶŐŝŶĂƐŵĂůůƉĂƌŬŽǀĞƌůŽŽŬŝŶŐƚŚĞ ĂŐŐĞƌZŝǀĞƌ͘ŝƌĚƐĂƌĞŶĞƐƟŶŐŝŶĂŶ small, open compartment in the torso of the warforged. Two veteran soldiers—a Karrn and a dŚƌĂŶĞͶĂƌĞƐŚŽƵƟŶŐĂƚŽŶĞĂŶŽƚŚĞƌ͘ The Karrn draws a dagger. The crowds part, making room for ĂŚĂůŇŝŶŐǁĂƌƌŝŽƌƌŝĚŝŶŐĂƐŶĂƌůŝŶŐ clawfoot raptor. Three children follow a warforged juggernaut, giggling and throwing garbage at it. The warforged stoically ignores them. A squad of the Sharn Watch pushes past you, urging people to get out of the way. An Aereni stops you to ask for ĚŝƌĞĐƟŽŶƐƚŽ͞^ŚĂĞ>ŝĂƐ͘͟^ŚĞǁĞĂƌƐĂ silver mask and a glamerweave robe, and carries a sizeable purse. A cheerful man sells a wide variety of souvenirs to commemorate your visit to Sharn: sketches, crystal globes, and small plaster towers. 25 26 27 28 29 30 31 32 33 zŽƵƉĂƐƐďLJĂƐŚŝŌĞƌĂŶĚĂĚǁĂƌĨ merchant arguing with a member of the Sharn Watch. Apparently, the ƐŚŝŌĞƌďĞůŝĞǀĞƐŚĞǁĂƐĐŚĂƌŵĞĚŝŶƚŽ making a foolish purchase. You come across a wall where people ŚĂǀĞǁƌŝƩĞŶƚŚĞŶĂŵĞƐŽĨĨƌŝĞŶĚƐůŽƐƚ during the Last War. ŚĂůŇŝŶŐǁĞĂƌŝŶŐƚŚĞůŝǀĞƌLJŽĨ,ŽƵƐĞ Jorasco argues with a member of the Sharn Watch, apparently trying to ĂďƐŽůǀĞĂĨƌŝĞŶĚŽĨĂŶĂĐĐƵƐĂƟŽŶŽĨ ƉŝĐŬƉŽĐŬĞƟŶŐ͘ dŚĞƐŵĞůůŽĨĨƌĞƐŚ͕ďƵƩĞƌĞĚďƌĞĂĚ ǁĂŌƐƚŚƌŽƵŐŚƚŚĞŵŝĚĚůĞŽĨƚŚĞ ƚŚŽƌŽƵŐŚĨĂƌĞ͕ďƵƚLJŽƵĐĂŶŶŽƚĮŶĚƚŚĞ source. A street performer dressed as King ŽƌĂŶĞůŽīĞƌƐƚŽŬŶŝŐŚƚƚŽƵƌŝƐƚƐĨŽƌĂ copper piece. ǁĞůůͲĚƌĞƐƐĞĚŚƵŵĂŶŇŽĂƚƐĚŽǁŶĨƌŽŵ a balcony above, his fall slowed by a ĨĞĂƚŚĞƌĨĂůů spell. He bids you, “good ĚĂLJ͟ĂŶĚǁĂůŬƐŽīƋƵŝĐŬůLJĂƐLJŽƵŚĞĂƌ ŐƵĂƌĚƐƐŚŽƵƟŶŐĂŶĚƉŽŝŶƟŶŐĨƌŽŵĂ bridge above. A gargoyle swoops overhead, landing on the street in front of you. It pulls a piece of folded parchment out of a leather satchel and heads into a nearby shop. A one-eyed half-elf opens up his cloak ƚŽƌĞǀĞĂůĂƐĞůĞĐƟŽŶŽĨǁĂŶĚƐĐĂƌǀĞĚ ĨƌŽŵĚŝīĞƌĞŶƚǁŽŽĚƐ͘͞ŝŐŚƚŐĂůŝĨĂƌƐ;ϴ ŐƉͿĞĂĐŚ͊dŽƉƋƵĂůŝƚLJ͘ŶĚŶŽƚƐƚŽůĞŶŽƌ anything.” ŚƵŵĂŶĮƐŚŵŽŶŐĞƌĂŶĚĂŚĂůĨͲĞůĨĂƌĞ arguing about the Race of Eight Winds, ĂůŽĐĂůƐƉŽƌƟŶŐĞǀĞŶƚ͘dŚĞŚƵŵĂŶ thinks that the Hawk can’t lose, while the half-elf insists that this is the year of the Owl. 34 35 36 37 38 39 40 &ƌĞƐŚŐƌĂĸƟƉƌŽĐůĂŝŵƐ͞dŚĞĐƌŽǁŶĚŝĞƐ ǁŝƚŚŽƌĂŶĞů͊͟ ǁĞůůͲĚƌĞƐƐĞĚŐŶŽŵĞŽīĞƌƐƚŽƐĞůůLJŽƵ ĂŶŝŶǀŝƚĂƟŽŶƚŽƚŚĞdĂŝŶ'ĂůĂ͘͞/ƚ͛ƐƚŚĞ ŐƌĂŶĚĞƐƚĐĞůĞďƌĂƟŽŶŝŶ^ŚĂƌŶ͊/͛ŵƚŽŽ busy to go this month, but it’s a bargain ĂƚϭϬƉŝĞĐĞƐŽĨŐŽůĚ͊͟ ŵĂŶŝŶĨĂĚĞĚĮŶĞƌLJĞdžƚŽůƐƚŚĞǀŝƌƚƵĞƐ ŽĨĂŵŝƌĂĐůĞĞůŝdžŝƌƚŽĂƐŵĂůůĐƌŽǁĚ͘͞/ƚ͛Ɛ the secret House Jorasco doesn’t want LJŽƵƚŽŬŶŽǁ͊͟ With a loud cry and wildly pinwheeling arms, a child plummets from a crowded bridge above. ͞dŚĞLJ͛ƌĞĞƌŽĚŝŶŐŽƵƌƚƌĂĚŝƟŽŶƐ͊ŽŶ͛ƚ let these thieves tell our king what ƚŽĚŽ͊͟LJŽƵŶŐǁŽŵĂŶƐƚĂŶĚƐŽŶĂ ĐŽƌŶĞƌƐŚŽƵƟŶŐĂďŽƵƚƚŚĞƚŚƌĞĂƚƉŽƐĞĚ by the dragonmarked houses. A panicked gnome runs out of an ŽƌĂĐůĞ͛ƐƚĞŶƚ͘͞tĞ͛ƌĞĚŽŽŵĞĚ͊ ŽŽŽŽŽŵĞĚ͊ A man begs for coins outside a Jorasco ŚŽƵƐĞŽĨŚĞĂůŝŶŐ͘͞KŶĞŐĂůŝĨĂƌ͕ƉůĞĂƐĞ͊ I know it’s a lot, but if I can’t raise the ŵŽŶĞLJƚŽĚĂLJ͕ƐŚĞ͛ůůĚŝĞ͊͟ CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 161 hÖÖÙ^«ÙÄ^ãÙãÝ 2d20 ^ƚƌĞĞƚƐŽĨhƉƉĞƌ^ŚĂƌŶ 2 You’re nearly run down by a gilded carriage, pulled by a team of warforged ŐŝůĚĞĚŝŶƚŚĞƐĂŵĞƉĂƩĞƌŶƐ͘ 3 ŵĂŐĞǁƌŝŐŚƚŽīĞƌƐƚŽƵƐĞĂƐŝŵƉůĞ charm to polish the coins in your purse for just 3 crowns (3 cp). “We wouldn’t want anyone to get grime on their ŐůŽǀĞƐĨƌŽŵŚĂŶĚůŝŶŐĮůƚŚLJĐŽŝŶƐĨƌŽŵ the lower wards.” 4 An illusion of a warforged butler appears as you pass by the sealed gates of a mansion. “I’m afraid my mistress isn’t receiving guests today.” 5 ĚƌĂŐŽŶŵĂƌŬĞĚŚĂůŇŝŶŐŽīĞƌƐĂ cleansing enchantment for 5 crowns (5 cp). “Gets rid of the dirt, brightens LJŽƵƌďƌŝŐŚƚƐ͕ƉƵƚƐĂůŝƩůĞďŽƵŶĐĞďĂĐŬ ŝŶLJŽƵƌŚĂŝƌ͊:ƵƐƚƚŚĞƚŚŝŶŐƚŽŵĂŬĞĂ good impression.” 6 ͞DĂŬĞǁĂLJ͊DĂŬĞǁĂLJ͊͟LJŽƵŶŐďŽLJ clears a path for a jewel-encrusted warforged wearing a lovely fur cloak. 7 ŇƵƐƚĞƌĞĚŐŶŽŵĞĐĂƌƌLJŝŶŐƐƚĂĐŬƐ of paper and parchments taller than himself. He is oblivious to the trail of smoke coming from inside a tall, rolled-up scroll on his back. 8 dǁŽŶŽďůĞƐĂƌĞůŽĐŬĞĚŝŶĂďŝƩĞƌ argument. They’re wearing similar cloaks—glamerweave garments ŝŵďƵĞĚǁŝƚŚƚŚĞŝůůƵƐŝŽŶŽĨƐŚŝŌŝŶŐ clouds—and this seems to be the problem. 9 A regal woman with auburn hair held back in a silver diadem waits for a ƐŬLJĐŽĂĐŚ͘^ŚĞŚŽůĚƐĂĚĂƌŬǁŽŽĚƐƚĂī encrusted with dragonshards, and she ƚĂƉƐŝƚŝŵƉĂƟĞŶƚůLJ͘ 10 A gray-bearded sage argues with a ƉĂůĞƟĞŇŝŶŐ͕ǁŚŽƐĞŚŽƌŶƐĂƉƉĞĂƌƚŽ be carved from ice. They seem to be ĚĞďĂƟŶŐƚŚĞĚĂŶŐĞƌŽƵƐĞīĞĐƚƐŽĨ ZŝƐŝĂŶƉůĂŶĂƌŝŶŇƵĞŶĐĞ͘ 162 CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 11 12 13 14 15 16 17 18 19 20 21 A Morgrave professor leads a pack of ĐŚĂƩĞƌŝŶŐƐƚƵĚĞŶƚƐŽŶĂŶĞdžƉĞĚŝƟŽŶ͘ From their spelunking gear, you imagine they’re heading down into the Cogs. As you pass by a fancy inn, a nobleman hands you a copper piece and the reins ŽĨŚŝƐŐƌŝīŽŶ͘͞ŽƚĂŬĞĐĂƌĞŶŽǁ͕ƐŚĞ bites.” A tour group pauses to marvel at the gates of a mansion. Apparently, it’s the home of one of the divas of Upper Menthis. An enchanted mirror allows you to view the streets below you, to see how the less fortunate live. A kalashtar storyteller shares a tale of life in Sarlona and the endless struggle between the peaceful monks of Adar and the cruel soldiers of the Inspired. A half-elf wearing a jeweled eyepatch ŽīĞƌƐĂĮŶĞƐƉĞůůŬĨŽƌũƵƐƚĨŽƌƚLJ ŐĂůŝĨĂƌƐ;ϰϬŐƉͿ͘͞ZĞĂůůLJŝŶƚĞƌĞƐƟŶŐ ƐƚƵī͊ŶĚŶŽƚƐƚŽůĞŶŽƌĂŶLJƚŚŝŶŐ͘͟ You come upon a gilded statue of Queen Wroaan, the queen who led Breland into the Last War (“and ĨƌĞĞĚŽŵ͊͟ƚŚĞƉůĂƋƵĞƉƌŽĐůĂŝŵƐͿ͘ A warforged with roses twined around ŚĞƌůŝŵďƐŽīĞƌƐƚŽƐĞůůLJŽƵĂďŽƵƋƵĞƚ ĨŽƌĮǀĞƐŽǀĞƌĞŝŐŶƐ;ϱƐƉͿ͘ A string quartet gives an impromptu performance—publicity for the new season of the Kavarrah Concert Hall. A dragonmarked elf dazzles passerby with a illusionary tableau of two dueling dragons. ŵĂŶƐŝŽŶŚĂƐĂĨĞǁŐĂƌŐŽLJůĞƐƐŝƫŶŐ on its walls. They’re probably there ĂƐƐĞĐƵƌŝƚLJ͕ďƵƚƚŚĞLJŽīĞƌůŝǀĞůLJ commentary about everyone who passes by. 22 23 24 25 26 27 28 29 30 31 32 33 ƐƚƌĞĞƚƉĞƌĨŽƌŵĞƌŝƐĚƌĂǁŝŶŐƉĂƩĞƌŶƐ on the ground in chalk. As each picture is completed, it starts to move. Someone’s painted the crown dies with Boranel across the gates of a noble’s mansion. A member of the Sharn Watch is talking to the servants. A girl wearing the colors of House Vadalis chases her miniature chimera. A team of handlers from House Vadalis ǁĂůŬĂůŽŶŐƐŝĚĞĂƐŵĂůůŐĞůĂƟŶŽƵƐĐƵďĞ͘ “We’re trying it out, seeing if it can keep things clean,” they say. It starts to drizzle. A well-dressed half-elf glares at the sky and snaps ŚŝƐĮŐƵƌĞƐ͕ĂŶĚƚŚĞƌĂŝŶŝŵŵĞĚŝĂƚĞůLJ stops. ǀĞŶĚŽƌŽīĞƌƐĂƐĞůĞĐƟŽŶŽĨŵŽƵƚŚͲ watering Aundairian entrees from a ŇŽĂƟŶŐĐĂƌƚͶŽŶůLJϴƐŽǀĞƌĞŝŐŶƐ;ϴƐƉͿ ĨŽƌĂŵĂŐŝĐĂůŵĞĂů͊ A member of the Sharn Watch stops you. “Can I help you? Are you sure you’re in the right ward?” You pass the open doors of a smithy. Inside, a number of hard-working tools ĂƌĞŵŽǀŝŶŐĂŶĚŇŽĂƟŶŐŝŶĚĞƉĞŶĚĞŶƚůLJ͘ A nearby smith waves a wand as if ĐŽŶĚƵĐƟŶŐĂŶŽƌĐŚĞƐƚƌĂ͘ ƉƌŝĞƐƚĞdžƉůĂŝŶƐŚŽǁƚŚĞďĞƐƚǁĂLJƚŽ earn the blessings of Kol Korran is to donate. “For each coin you give, you’ll ƐƵƌĞůLJŐĞƚĂŚƵŶĚƌĞĚŝŶƌĞƚƵƌŶ͊͟ You come upon a fountain of cold ĮƌĞ͘/ŶƚŚĞĐĞŶƚĞƌ͕ĂďƌĂƐƐĚƌĂŐŽŶƐƉŝƚƐ ďƌŝůůŝĂŶƚŇĂŵĞƐŝŶƚŽƚŚĞĂŝƌ͕ĂŶĚƚŚĞ spill down and out into the pool below. A trio of elves perform perform a ƌĞŵĂƌŬĂďůĞĚŝƐƉůĂLJŽĨĂƚŚůĞƟĐƐĂŶĚ illusion magic, advanced publicity for the Carnival of Shadows. A lovely mosaic displays the seal of the united Galifar. 34 35 36 37 38 39 40 A large statue commemorates Lord Dalian ir’Tain II, a noble philanthropist lost at sea. He holds a spyglass in one hand and a dragon turtle in the other. You pass by a Hope Well. Supposedly, any coins you throw in the well are transported down to help the troubled people of the lower wards. A half-elf noblewoman strides by wearing a fancy red dress and carrying a matching parasol. Both the dress and umbrella are decorated with Siberys dragonshards. zŽƵĐŽŵĞƵƉŽŶĂďĞĂƵƟĨƵůŐĂƌĚĞŶ ĂƚƚŚĞĞĚŐĞŽĨĂƚŽǁĞƌ͘ŶĞůĨŝŶĮŶĞ mourning clothes looks out over the edge. ŐŶŽŵĞŝŶŶĂƵƟĐĂůŽƵƞŝƚŽīĞƌƐƟĐŬĞƚƐ for a ‘celebrity skycoach tour’ for just 5 galifars (5 g) a head. You spot a unit of the Redcloak ĂƩĂůŝŽŶ͕ƚŚĞĞůŝƚĞƐŽůĚŝĞƌƐŽĨƚŚĞ Sharn Watch. They’re talking to the owner of a local tavern. A half-elven poet loudly recites a lengthy poem about the tragic ĚĞƐƚƌƵĐƟŽŶŽĨLJƌĞ͘ CHAPTER 6 | THE STREETS OF SHARN Sebastian Kimble (Order #15417015) 163 APPENDIX A: FURTHER READING After reading this ?IaÅVLMZ¼[/]QLM, you may have questions. What’s the Aurum? Who are the Daughters of Sora Kell? Just how many districts are there in Sharn, and what happens to adventurers in the Mournland? What’s in Xen’drik? Until new material becomes available NWZ\PMÅN\PMLQ\QWVWN\PMDUNGEONS & DRAGONS :WTMXTIaQVO/IUMaW]KIVÅVL\PMIV[_MZ[\W these questions and many more in the resources created in previous editions of the game. EBERRON SOURCEBOOKS These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com The -JMZZWV+IUXIQOV;M\\QVOand -JMZZWV+IUXIQOV /]QLMboth provide an overview of the world, including advice on creating adventures and a deeper look at the nations of Khorvaire and the lands beyond it. Either of these books can be useful for a Dungeon Master who wants further insight into the setting. The other books IZMTIZOMTa\QML\W[XMKQÅK[]JRMK\[1NaW]_IV\ to run a campaign in the mysterious lands of Xen’drik, ;MKZM\[WN@MV¼LZQS and +Q\aWN;\WZUZMIKP PI^MITW\\WWٺMZ1NaW]¼ZMOWQVO\W[\IaPWUM .Q^M6I\QWV[reveals more information about the nations at the heart of Khorvaire, while ,ZIOWVUIZSMLexpands on the dynasties that dominate the magical economy. All of these books were written for the revised third edition (3.5E) or the fourth edition (4E) of the Dungeons & Dragons Roleplaying Game. The setting material in these books is suitable to any Eberron campaign but the monsters, spells, classes, feats, or other game material in these books require adaptation for use in modern campaigns. City of Stormreach (3.5E): Stormreach is an IL^MV\]ZMZ¼[ÅZ[\[\WX_PMVM`XTWZQVO\PMLQ[\IV\ land of Xen’drik. This book describes the shadowy 134 APPENDIX | FURTHER READING Sebastian Kimble (Order #15417015) ruins, sinister organizations, and treasure-laden dungeons of Stormreach. In addition to providing Dungeon Masters with a richly detailed city for their Xen’drik based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and location maps. Dragons of Eberron (3.5E): This supplement delves into the mysterious Draconic Prophecy. It explores the continent of Argonnessen, homeland of the dragons, and describes various new adventure sites. This book also investigates dragons on the continents of Khorvaire, Sarlona, and Xen’Drik. Dragonmarked (3.5E): This supplement explores each of the thirteen dragonmarked houses in detail and presents advice for playing dragonmarked characters within a house or guild. It also introduces new options for dragonmarked characters, including prestige classes, feats, and spells. Finally, it discusses aberrant dragonmarks and their role in a campaign. Eberron Campaign Guide (4E): Designed for the fourth edition of the DUNGEONS & DRAGONS Roleplaying Game, this book presents a historical and geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains. Eberron Campaign Setting (3.5E): The ÅZ[\[W]ZKMJWWSNWZ\PM[M\\QVO\PQ[XZW^QLM[I general overview of the world. This includes the IZ\QÅKMZKTI[[IVL[\I\Q[\QK[NWZUWV[\MZ[]VQY]M to Eberron (deathless, daelkyr, quori), along with a host of spells, feats, prestige classes, and other game material. Eberron Player’s Guide (4E): This book presents Eberron from the point of view of the adventurer exploring it. This includes everything a player needs to create Eberron characters in the fourth edition of the DUNGEONS & DRAGONS Roleplaying Game. Explorer’s Handbook (3.5E): This book gives players everything they need to explore a variety of sites across Eberron, including modes of travel, exploring tips, and rules for joining WZOIVQbI\QWV[[]KPI[\PMXZM[\QOQW][?IaÅVLMZ Foundation. For DMs, the book describes several likely “launching pads” and destinations, complete with maps, ready-to-play encounters, and pregenerated NPCs. Faiths of Eberron (3.5E): This supplement presents detailed descriptions of the major religions of Eberron, including the rival pantheons of the Sovereign Host and the Dark Six, the young faith of the Silver Flame, and the mysterious Blood of Vol. Five Nations (3.5E): This provides comprehensive overviews of Aundair, Breland, Karrnath, Thrane, and the Mournland, including postwar status, government, and economy, as well as important locations, communities, organizations, and NPCs. Forge of War (3.5E): This comprehensive overview of the Last War provides all you need to SVW_IJW]\\PMM^MV\[IZUQM[JI\\TMÅMTL[IVL themes of Eberron’s greatest clash of nations. Magic of Eberron (3.5E): In addition to presenting new arcane and divine spells, feats, XZM[\QOMKTI[[M[IVLUIOQKQ\MU[\PQ[JWWSWٺMZ[ VM_WX\QWV[IVLQVN][QWV[NWZIZ\QÅKMZ[M`XTWZM[ dragon totem magic and the twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world. Player’s Guide to Eberron (3.5E): An overview of important locations, events, organizations, races, and features of the Eberron campaign setting, this gives a sense of what a player character might know about the world, while providing additional character options. Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior, religion, folklore, and other aspects of these races, as well as exploring the role of other core D&D races in the setting. Secrets of Sarlona (3.5E): This sourcebook explores the continent of Sarlona, home to the kalashtar and the villainous Inspired. It explores the mountain refuge of Adar, the vast empire of Riedra, and the mysterious lands of Syrkarn and the Tashana Tundra. Secrets of Xen’drik (3.5E): This book delves into the mysteries of Xen’drik, including encounters, exotic locations, and new monsters, magic items, and more. Sharn: City of Towers (3.5E): This book provides an in-depth exploration of the City of Towers. In addition to describing more than 100 city districts, it delves into the organizations that are active in Sharn and explores the laws MVNWZKMLQV\PMKQ\a°IVL\PMUIVaNWZKM[ that break them. It includes maps of Sharn and locations within it, along with NPCs, spells, prestige classes, magic items, and more. EBERRON NOVELS There are dozens of novels that explore the world of Eberron. Here are a few that are currently available as ebooks or audiobooks: The Draconic Prophecy trilogy by James Wyatt: ;\WZU,ZIOWV,ZIOWV.WZOM,ZIOWV?IZA half-elf seer with the Mark of Storms discovers his role in the mysterious Draconic Prophecy—a destiny that will take him from the dungeons of Dreadhold to Aundair and Argonnessen. The Dragon Below trilogy by Don Bassingthwaite: WaIOMWN\PM5W]ZVQVO,I_V.TQOP\WN\PM,aQVO;]V :Q[MWN\PM;M^MV\P5WWVThis series follows the crew of an airship on a journey across Eberron in pursuit of a mysterious superweapon. APPENDIX | FURTHER READING Sebastian Kimble (Order #15417015) 135 The Legacy of Dhakaan trilogy by Don Bassingthwaite:
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