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City of Towers_ The Dreaming Dark - Keith Baker [141]

By Root 1073 0
as prospectors, bounty hunters, and inquisitives, using the powers of the mark to find things that are lost or hidden. Tharashk is a young house that has recently emerged from the Shadow Marches. The house includes humans, orcs, and their halfbreed offspring. Both humans and halfbreeds can manifest the mark.

House Thuranni first appeared in 972 YK, when a group of elves split off from House Phiarlan. The fledgeling house also carries the Mark of Shadow. While its members are skilled artisans, they are also said to be deadly assassins and spies, and they are considerably more aggressive than their Phiarlan counterparts.

House Vadalis carries the Mark of Handling, which allows an heir to influence the behavior of animals. Vadalis trains and breeds all manner of creatures, from simple livestock and mounts to hippogriffs and other exotic beasts. For centuries, the heirs of Vadalis have been working to enhance mundane creatures with the power of magic. These magebred creatures are superior to their traditional counterparts in many ways. The heirs of Vadalis are human.

The City of Sharn

Sharn is the largest city in Khorvaire and one of the wonders of the modern age, a symbol of what can be accomplished with magic and skill. Little useable land exists on the edge of the Dagger River, but Sharn stretches up into the sky. The tips of its tallest spires are over a mile in height. Only magic could support the columns of Sharn, and the spells woven into the stone are unique to the city. Sharn is built on a manifest zone, where the wall between physical reality and the mystical domain of Syrania has worn thin. The energy of Syrania lends power to spells of flight and levitation, and it is this that keeps the towers from tumbling. Skycoaches, levitating disks, and flying beasts are all used to support commerce and communication within Sharn. It is truly inspiring to see the hippogriffs circling the glittering spires of Daggerwatch as the last rays of the sun fall over the towers.

Sharn is divided both horizontally and vertically. Along the base of the city, it is split into five regions called quarters. The five quarters of Sharn are Dura, Central Plateau, Tavick’s Landing, Northedge, and Menthis Plateau.

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 subdivided into a cluster of neighborhoods known as districts. Each of these districts often caters towards a particular segment of the population or a particular field. The Bazaar of Middle Dura is a mercantile district, while the Daggerwatch district of Upper Dura is a garrison.

In addition to the system of quarters, wards, and districts, Sharn extends farther above and below. The district of Skyway actually floats above Sharn, supported by a vast disk of magical force. Below the streets of the lower wards lie the twisting tunnels of the Cogs and Khyber’s Gate, home to the sewers and foundries that maintain the city. Deeper still are the remnants of human and goblin settlements buried by shifting stone and ancient wars.

Sharn has been a center of trade and communication for centuries. When this Last War began, the population of Sharn included people of all of the Five Nations along with Zil gnomes, Mror dwarves, Talenta halflings, goblins, and others. Many of the nationals fled and returned to their homelands, but others had been established in Sharn for generations. While they still held to the customs of their homelands, they nonetheless had deep roots in the city. Over the course of the war, many of these foreign nationals were relocated into secured districts, such as High Walls. Nonetheless, the population remained. In the wake of the destruction of Cyre, many refugees from that ruined land have traveled to Sharn in search of relatives still living in the City of Towers.

The Outer Planes

Twelve moons circle Eberron, but in addition to these physical satellites, the world has spiritual satellites—mystical shadows that move in and out of

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