Our game - a must read!   Posted by DM Kindred.Group: 0
DM Kindred
 GM, 189 posts
Tue 5 Sep 2006
at 17:06
Our game - a must read!
Welcome to Sharn!
By Keith Baker

Sharn, the City of Towers, the jewel of old Galifar -- Our glorious metropolis is known by many names, and its legend stretches across the globe. Every day thousands of people pass through Sharn. Merchants from distant lands offer Sarlonan silks, Zil elixirs, dragon turtle meat from the Sea of Rage, and other fantastic goods. Brelish farmers stream down the Old Road bearing the harvest; Sharn has many mouths to feed, and the edge of the Dagger is barren and hard. Ambassadors rub shoulders with aristocrats, and dragonmark heirs trade tales with sages and bold explorers. There is a place for everyone in the city of Sharn, and adventure lies around every corner.

Our great city can overwhelm on a first visit, so the Sharn Inquisitive produced this simple guide. With it, a good map, and a copy of the Sharn Inquisitive to keep you up to date with current events, you'll be working the lifts as if you were born in the spires! Read on, and welcome to Sharn!

Getting Oriented

Sharn sprawls between the Dagger and the Hilt. Its fabled towers rise more than a mile into the air. To find your way around the city, you must think both horizontally and vertically. If you were to look down upon the city from above, you would be able to identify five distinct sections or quarters: the Central Plateau, Dura, Menthis Plateau, Northedge, and Tavick's Landing.

Vertically, these clusters of towers are broken into three distinct levels or wards. Thus a citizen of Sharn may refer to Upper Central, Middle Dura, or Lower Northedge.

Each ward is further divided into three to nine districts. Each district has its own flavor. The Bazaar of Middle Dura is a center for trade; Black Arch in Lower Tavick's Landing is a garrison district supporting our brave troops and officers of the watch; and Crystal Bridge in Upper Northedge is a purely residential district, home to some of the wealthiest families in Sharn.

In addition to the five quarters, there are other regions of note. If you arrived by boat you will have already seen Cliffside, which rises up from the shores of the Dagger to the ward of Lower Dura. If you're reading this in Cliffside, we advise you to leave quickly, because that grimy district can be quite dangerous if you don't know the ways of the city! Looking up, you may catch a glimpse of glittering clouds floating above the tallest spires: this is Skyway, home to the most privileged citizens of Sharn. Deep beneath the city lie the Cogs, our center of industry; like Cliffside, this is a place casual visitors are advised to avoid.


Now that you understand the basic layout of Sharn, let's discuss the many ways to get where you want to go. You can always rely on your feet but walking from Wroann's Gate to Hope's Peak would take hours, and the climb far up into the sky is exhausting. If you wish to relax and you aren't in a hurry, House Orien maintains a network of mule-wagons that travel established routes throughout the city; a mule-cart takes time to reach your destination but the carts are comfortable and affordable.

If you have coin to spare, the swiftest method of travel is one of the wonders of Sharn: the skycoach. Magical energy flows through the very air surrounding our city, allowing these vessels to soar through the sky with the ease of a Lyrandar airship. The City Council has fixed the price of transport at one silver per mile; don't let a cunning coachman charge more than he should!

Things to See

Whether you're here for business or pleasure, Sharn has much to offer.

Shopping -- Our open markets are famous throughout the region and will serve you well whether you're buying or selling. If money is in short supply, you would be advised to go to the Bazaar of Middle Dura. You may hear rumors that the Bazaar is a hotbed of criminal activity; these are blown out of proportion (but it's always wise to watch your purse). Tavick's Market and North Market provide security and a greater range of goods, while Tradefair in Middle Central offers an impressive selection of the finest goods from across the land. Beyond the open markets are hundreds of specialized shops and services spread throughout the city; sadly, we cannot present them all in this limited space.

Worship -- The district of Sovereign Towers is home to two of the largest temples in Breland: the Pavilion of the Host and the Cathedral of the Cleansing Flame. On festivals and holy days, Sovereign Towers is a center of celebration and devotion. Among the many shrines spread throughout the city are a few sacred sites that bring pilgrims from across Khorvaire: the Great Hall of Aureon, the Korranath, and deep below the city, the Pool of Onatar's Tears.

Entertainment -- From the theaters of Tavick's Landing to the aerial sports of Dura, Sharn hosts many splendid events to sample. You can watch the windchasers from the spires of Hareth's Folly, enjoy a night of bawdy comedy in Torchfire or a traditional concert in Kavarrah, or venture to Cornerstone to watch a deadly hrazhak match. From drama and athletics to intimate companionship, Sharn has entertainments to please even the most jaded palates.

Dining -- Speaking of palates, culinary marvels can be found on every corner. A few are truly worthy of mention. For those with plenty of coin, nothing can compare to a meal at the Celestial Vista, gazing down at the towers from the clouds of Skyway. The Oaks in Shae Lias serves both Brelish and Aereni cuisine, and the master chef has spent centuries perfecting her skills. If money is limited, Olladra's Arms in High Hope specializes in banquet-style dining, serving generous portions to anyone who can find a seat around one of the long tables.

This is but a taste of what Sharn has to offer. Floating orchards, dream parlors, and greater wonders await you. You might mingle with heirs and ambassadors in Central Plateau, enroll at Morgrave University, or find loyal comrades in one of the many guilds of the city. Should you possess the skills and backing, you might try your luck in the Race of Eight Winds. The opportunities in Sharn could fill a book: go forth and explore!

What to Avoid

Every city has its darker side, and Sharn is no exception. Clifftop, Lower Dura, the Cogs -- all of these places can be dangerous for a wandering tourist, especially one laden with gold. If possible, avoid these areas completely; under no circumstances should you allow anyone to take you to the goblinoid settlements of Dura or the subterranean district known as Khyber's Gate. While these places have never been safe, there has been a considerable increase in violence over the last few years; our investigations suggest that a group of immigrants from Droaam have upset the balance of power in the criminal underworld, and this violence often spills into the lower wards.

These beasts are not the only source of violence. In the wake of the Last War, our Lord Mayor graciously allowed many refugees to take residence in the lower wards, and old wounds sometimes rise to the surface, causing riot and bloodshed.

Many tourists are intrigued by the idea of seeing the wreckage of the Glass Tower but we must advise against it. The district of Godsgate was in decline before the disaster, and after the Glass Tower fell in 918 YK, Godsgate was left in ruins. Today it is known as Fallen, and it is a place best left alone.

Some adventuresome souls are intrigued by tales of ancient goblin ruins deep beneath the city, rumored to reach all the way into Khyber. Do not seek out the past! These ruins were sealed off long ago to prevent the unwise from releasing buried horrors or triggering ancient traps. While they still draw foolhardy adventurers and treasure hunters, we hope that you will be wise enough to avoid this glittering lure.

Finally, we urge you to turn away anyone who encourages the use of dreamlily, absentia, dragon's blood, or other mysterious substances. Aside from the obvious dangers of dealing with criminals, these elixirs and others of their ilk can have dangerous effects on those who partake. The wise traveler will keep his hands clean and his head clear.

A Final Word

We have spoken of the many wonders and dangers of Sharn. In both instances, we have barely scratched the surface of what awaits you. Sharn is filled with beauty but, just as a rose has its thorns, the city holds hidden threats for the unwary. Enjoy yourself but exercise caution. Don't trust too easily, and be careful whom you anger; even the most innocent-seeming person may have powerful allies. A casual insult could result in a swift trip to the bottom of the Dagger.

Now, call for a skycoach and make your way into the clouds. Treat yourself to a meal at the Celestial Vista, then catch the latest show at the Grand Stage. Sharn awaits!

This message was last updated by the GM at 19:42, Tue 05 Sept 2006.

 GM, 97 posts
Tue 5 Sep 2006
at 19:28
Zarantyr 6th, 998
This is the story on the front page of the Sharn Inquisitive when you pick up the paper.

Tower Collapse Was Sabotage, Watch Says
News for Far, Zarantyr 6th, 998
By David Noonan

SHARN -- Authorities suspect magic sabotage in the collapse on Wir of Providence Tower in the Copper Arch district.

As of Zor morning, the death toll in the catastrophe stands at 19, with another 42 injured. Most of the bodies still lie within the rubble, and Watch Commander Kurna Dalgoria said recovery efforts would take several days.

"Divinations have confirmed that no victims remain trapped in the rubble, and House Jorasco is taking care of the remaining injured. Today our focus has shifted to investigation and the recovery of remains." Dalgoria said.

Dalgoria said the investigation, a combined effort among the Sharn Watch, the King's Citadel, and House Deneith's Sentinel Marshals, has turned up evidence that the tower's noonday collapse was no accident.

"Wherever these saboteurs are hiding, the Watch will find them. No matter how far they run, we'll be right behind them," she said.

Sentinel Marshal Rorick Thyrish arrived on the scene with the first emergency aid healers. He said he detected dim, lingering magic auras at the base of the tower.

"The evocation aura I detected was probably the spell that damaged the tower foundation," Thryrish said. "And the conjuration aura would be consistent with a teleport spell the culprit used to escape the collapse."

Thyrish said a third aura was present: a necromantic residue fainter than the other two. He referred further questions about the investigation to Dalgoria's office.

Dalgoria refused to speculate on the motives of the saboteurs. The tower has several expensive residences, an arcane research group's library, a small but well-appointed inn, and the offices of Warforged Rights Now!, an advocacy group for warforged created during the Last War. Dalgoria said any of the tower's inhabitants could have been the saboteur's target.
DM Kindred
 GM, 192 posts
Fri 8 Sep 2006
at 18:49
Zarantyr 15th, 998
Watch Promises Extra Patrols
News for Sul, Zarantyr 15th, 998
By Myky

Watch Promises Extra Patrols for lower districts.

SHARN -- The city will be well protected against criminals during the upcoming nights in lower Dura, according to Lord Commander Iyan ir'Talan. "The Sharn Watch remains vigilant throughout the city, and Lower Dura is no exception," asserted ir'Talan on Sar. "City residents can take comfort in knowing that they're safe in their homes with the Watch on guard."

Commander ir'Talan said patrols would be increased by one-quarter in lower districts. Furthermore, the Daggerwatch Garrison plans to augment patrols in the Dura quarter by one-half.

"I'd like to commend my watch commanders for the success of last year's low crime rate, during which the Watch arrested more than a thousand criminals during the latter quater of the year," ir'Talan said. "And I can promise an even safer city this year."

But Councilor Sava Kharisa maintains that the high number of arrests during last quater is evidence of failure, not success. "In the Lower Central district, armed gangs ran wild and took over the streets at night," she said. "Where was the Watch? Locked behind the garrison doors. For every arrest the Watch officers made, two other criminals ran through the streets of Sharn unimpeded."

Kharisa also pointed out that some of the high-profile crimes from last year's last quater -- including the ritual murders at Bluebrick Spire -- still remain unsolved a year later.

Commander ir'Talan said that while agents of the Blackened Book would doubtless be active throughout this quater, few arrests have historically been made for crimes involving the supernatural. "Last quater carried with it a lot of superstition, and events such as the Bluebrick Spire case feed on that kind of hysteria," he said. "But garden-variety criminals are using this hysteria as an excuse for their own nefarious activities -- it's not a case of monsters running amok."

The Sharn Inquisitive plans a special report on Last quarters unrest in a later issue.
 GM, 99 posts
Tue 12 Sep 2006
at 16:12
Zarantyr 15th to Zarantyr 20th, 998
The PCs own a small Tavern in Grayflood that they bought with their adventuring money. On the first day of game play; the PCs read in the Sharn Inquisitive that the City Watch will increase their patrols in the lower districts because of a recent crime wave. This article is the topic of discussion for their patrons that day. The Half Orc comments on this to a barmaid and she tells him that she is worried because crime has risen in Grayflood too and although they seem to targeting Sailors and tourists, muggings have increased in her area. She also mentions that if this continues, sailors might stop visiting Grayflood for fear of being mugged or worst. Wghich means less business for them.

They decide to check it out. So one of them has a mask of disguise (Hat of Disguise but itís a mask) that makes him look like an Elf (heís human). He takes it off and hands it to the Half Orc so that he can look human. They disguise themselves as drunken sailors and head out to one of the areas notorious for muggings within the last week.

As they travel through the streets, they sing sailor songs and lean on each other while they swig wine from a bottle. They hear laughter and girlish shriek from an alley. Two scantily clad young women step out of the shadows and beckon to them. They take the bait and follow the women inside the alley. By the time they get there, the women are at the other end of the alley some 30 ft away; itís a dead end. The last ten feet of the alleyís length is lit, while the rest of it is shrouded in darkness. The half-orcís darkvision kicks in and he spots men huddled in the shadows. He ignores them and follows the women.

When they get to end of the alley, the men make themselves known and demand that the players undress and give them everything. They refuse of course and demand that the muggers stop the muggings. The leader mouths off about them being outnumbered and the Human Swashbuckler decks him with the hilt of his Rapier, knocking the guy out cold. The rest of thugs scatter when they see this. They let the girls go and take the guy back to the tavern, where they tie him up. After they revive him they begin to ask a few questions.

Turns out the gang started mugging in earnest when a Halfling approached them and promised to match whatever they earned from mugging coin for coin. Word is; a lot of similar deals have been brokered with other street gangs in the Cliffside area. They question him further and find out where he meets them, and when.

So later on that week they stake out the meeting spot. Sure enough the Halfling shows up and they jump him. Now he makes a run for it but the Barbarian and the Swashbuckler can run twice as fast as he and they nab him. The Swashbuckler pummels him with the hilt of his rapier and knocks him unconscious.

They take him back to the tavern and question him. He is not giving them anything useful. So they left him in the cellar and retired for the night, I think they plan to torture him next session and no; my PCs arenít good.

This message was last edited by the GM at 16:39, Tue 12 Sept 2006.

 GM, 101 posts
Mon 18 Sep 2006
at 01:24
Re: Zarantyr 15th to Zarantyr 20th, 998
Search for Missing Royal Aide Continues
News for Sul, Zarantyr 21th, 998
By David Noonan

SHARN -- On Sar, family members of royal aide Shauranna Rokesko expressed hope that she might still be found, despite two days of fruitless searching throughout the breadth and height of Sharn.

"Shauranna must know that we're out there looking for her. If we have to search every room in every tower, we'll find her and bring her home," said her father, Kal Rokesko.

This morning, City Watch commanders reported that they were doubling the number of searchers across the city and assigning the case to inquisitives in every precinct. Commander Banath Hururik said anyone with information about the Rokesko case should contact the nearest City Watch official immediately.

Rokesko, an aide to Royal Minister Yarik Freul, disappeared from her room at the Sovereign Towers Inn on Far evening. Watch captains told the Sharn Inquisitive that the room showed fire damage and signs of a struggle, although Watch commanders refuse to discuss the investigative details of the case.

Freul, a crown liaison to the Sovereign Host, came to Sharn with his staff for an annual meeting with Onatar priests. He returned to Wroat on Sar to petition that the crown assign the case to the King's Citadel.

"I have every confidence in Sharn's City Watch," Freul said in a scribed statement on Sar. "But because I and my staff deal with sensitive matters of state, it seems prudent to involve those with expertise in such matters. Shauranna is no ordinary girl, and this is no ordinary disappearance."

The reward for Shauranna's safe return now stands at more than 1,000 gold coins. House Kundarak officials responsible for administration of the fund said that concerned citizens are still donating, so the reward is likely to grow.
 GM, 104 posts
Mon 23 Oct 2006
at 00:23
Re: Zarantyr 15th to Zarantyr 20th, 998
Trip to Arernal
City Watch and rogue links; there is a bounty 1500 for the Scarrow/drow bitch.
Get a loan
getting the the second tavern up and running