Sharn
(think New York City or Hong Kong)
- Population: 211,850. The largest city
in Breland and in all of Khorvaire. 33% human, 17% dwarf, 9% halfling, 9% goblinoid, 8% gnome, 7% elf, 5% half-elf, 4% shifter, 3% changeling, 2% orc & half-orc, 1% warforged, 1% kalashtar, 1% other.
- Known as The City of Towers, and by
many other names including The City of Knives, The City of Lost
Souls, The City of a Thousand Eyes, The Gateway to Xen'drik, and The
Gateway to Perdition.
- Weather: Located close to the equator, Sharn enjoys a tropical climate. Most days range from hot & humid to hot & rainy, and it is rare to have a day without a little precipitation. The Skyway and Upper-City of Sharn enjoy cool, gentle breezes that offer some relief from this muggy weather for the city's more wealthy citizens. The Middle-City and below feel the brunt of the hot, humid conditions.
There has been a major settlement on
the Hilt of the Dagger River since before recorded history. The
current metropolis, Sharn, has existed since the formation of the
original Five Nations, about 700 years after humans rose to
prominence on the continent. For more than two millennia, the towers
of Sharn have grown, rising thousands of feet into the sky. This
vertical expansion has given the metropolis its title: The City of
Towers.
A riot of architectural styles and
designs play through the city's impressive skyline. From its deepest
foundations to its highest spires, Sharn displays the history of the
continent for all to see. Heavy, oppressive goblinoid architecture
provides the base for much of the city, its stonework reaching back
to a time when humans did not exist on this continent. Atop this
ancient foundation, the periods of human civilization stack one on
top of the other as the city reaches for the clouds.
The City of Towers can be as
impressive as it can be oppressive. The same skyscrapers of stone can
make one person laugh with excitement and another weep from the size
and weight and impossible heights. Whatever emotion the city
inspires, the place remains a bustle of activity at all hours of the
day and night. With a tremendous array of cultural, culinary, and
commercial delights to sample, and its position as the gateway to
Xen'drik, Sharn attracts visitors and adventurers from around the
world. It is a hotbed of activity, known in equal measures for its
wonders, its crime rate, its amazing amount of corruption, and its
genuinely exciting atmosphere.
Sharn rises from the cliffs
overlooking the Hilt, a wide bay at the mouth of the Dagger River.
This inhospitable outcropping of rock allowed the city to grow in
only one direction – up. The ports at the base of the cliffs load
and unload cargo and passengers from seafaring vessels, raising and
lowering goods and travelers alike on massive lifts operated by ropes
and pulleys that travel through the neighborhood of Cliffside. This
working -class region is built into and upon the steep cliffs
overlooking the river and bay. At the top of the cliffs, the rock
walls seamlessly blend into the earliest stonework laid in ancient
times. Here, the city and its amazing towers really begin.
The City of Towers is rumoured to sit
atop a massive lake of molten lava. Those who work in the bowels of
the city, a subterranean region known as the Cogs, claim to feel the
heat rising off the lava streams, but few have ever gone below the
great furnaces and foundries of the Cogs to seek for the fiery lake
itself. In the Cogs, heat and magic cooperate to allow workers to
process ores and other raw materials needed to sustain Sharn's
industrial machine.
Also within the depths, ancient ruins,
labyrinthine sewers, vertical shafts, and forgotten chambers pile
level upon level, climbing higher and higher until the inhabited
regions are reached. These higher levels, made up of towers growing
like trees in a forest of stone and brick, contain most of the city's
residents and visitors. Poorer members of society live in the deeper
portions of the towers, while those above gain wealth and status the
higher up they live. The uppermost levels feature open-arched towers,
balconies, bridges, and platforms that form a strange lacework of
“solid” ground high in the air. Above it all floats the
neighborhood known as Skyway, where the most affluent citizens live
and play.
Sky coaches move slowly from tower to
tower, transporting people. Otherways to get around include walking
(almost every tower can be reached by multiple bridges that connect
the platforms and walkways at different levels), lifts that ride up &
down and side to side along magical strands of light, and magebred
animals trained to carry passengers within the city's limits.
There's a popular saying on the
elevated streets of Sharn: “If it can be bought, it can be bought
here.” Shops and trading stalls abound, usually gathered in trade
districts, open-air markets (“exchanges”), or merchant halls
(called “tower markets”, often multileveled) found within many
tower and building complexes. Some shops jut from the sides of walls
and bridges, ramshackle structures of wood hastily thrown together or
built around a crack in the stone. The tower markets present the most
elaborate market exchanges, where shops selling different wares sit
side by side and one atop the other inside the open cavity of a tower
or multistory blockhouse.Beyond these more or less legitimate
business ventures, Sharn boasts a thriving black market where
everything from exotic fruits and animals to illegal spell components
can be traded. Sharn's authorities do their best to curtail this
activity, but supply & demand make it next to impossible to
really control.
The City Watch enforces the Galifar
Code of Justice throughout Sharn, but in practice, residents are more
likely to encounter a law officer among the higher spires than in the
lower bowels of the city. Constables conduct regular patrols along
the higher bridges, platforms, and walkways, venturing lower only
when necessity or prudence warrants. Watch towers can be found in
every ward, though there really aren't enough Constables to
adequately serve & protect all of Sharn's populace.The Watch,
reluctantly, calls on agents of the King's Citadel (who maintain a
presence in the city) when it needs additional manpower.