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Welcome to Sharn: Where to Begin

11:10, 25th April 2024 (GMT+0)

Sharn: Where to Begin

Sharn, the glittering jewel in the Hilt of the Dagger river. A bustling metropolis of 200,000 people crammed in the 20 billion square feet.

Yes, the vast towers of the City of Daggers are mostly empty, or at least empty of civilization and law. And honestly, the civilized spaces have little enough law. But people gather together, huddle and build their palisades. Perpetual sources of magical light keep almost all of Sharn illuminated at all times, but the true points of light, those beacons of true warmth and safety, are scattered throughout the thousands of galleries and arcades of the city, separated by yawning, swallowing darkness that threatens to press in and snuff them out.

This is where you begin.


This game will use Dungeons & Dragons, 4th Edition. It will be set in Eberron and will be focused on Sharn which is still bustling and prosperous, but only in certain concentrated locations, from which only the brave and capable stray far. Characters in this game think of Sharn as their home, and as something worth preserving, worth protecting. They have ties there, and business to take care of.

There will be combat, and acquisition of treasure, but fights will be about one side, or the other or both trying to accomplish some kind of goal, which will not always be "kill or be killed." Skill challenges will be common, but primarily when there's a trade-off to putting the most skilled person first and foremost. Skill challenges and quests will be a primary source of XP.

Combat not use maps. I have an approach that works, and which some of the players are already familiar with, by which I use description and a persistent listing of important details to make sense of things. Combat still seems to involve tactics to the degree players want, but I recognize that this approach isn't for everyone.