Lower Dura

Callestan (inn), p. 61

When Sharn first rose from the ruins of Shaarat, Callestan was the center for trade and commerce. Today, it serves as a center for illegal trade and activity. The people who come to stay in the inns of Callestan sacrifice comfort to avoid watchful eyes of the law, and many crooked deals are arranged in these dark taverns. Most of the average services and trades, and all of the upscale services and trades, offered in this district are criminal in nature. Callestan is the best place to go to find a fence, arrange for a burglary, or acquire forged papers. All of these things can be found elsewhere in the city, but in Callestan you don’t have to worry about the Watch taking an interest.

Points of Interest: The Broken Anvil Inn

Fallen (slum), p. 62

Fallen is the worst district in a bad ward. A century ago, it was known as Godsgate, Sharn’s first temple district. But as the city grew, the primary temples relocated to the higher wards, and the most important relics were taken to Sovereign Towers. Some of the temples remained in service, but most were converted to serve as housing for workers in the Cogs. For hundreds of years the district slowly decayed. The final blow came on 9 Olarune 918 YK. The Glass Tower broke apart as it fell, and while most of the floating citadel landed in the Dagger River, some of its spires struck the district of Godsgate, shattering buildings and killing hundreds. The city council had no intention of pouring gold into Lower Dura, and people of the district were left to repair the damage as best as they could. Many left, but some of the poeple were determined to remain in their ancestral homes or maintain their family businesses. Others couldn’t afford to go anywhere else. The folk of Lower Dura also talk about the spirits of the restless dead that haunt the worst ruins of the district, and the mysterious and apparently mad “ravers” who commune with them. Within a year, the district became known as Fallen, and ever since the citizens of Sharn have shunned it. The extent of the devastation varies considerably. In much of the district the original buildings remain largely intact; any gaps in walls and ceilings have been blocked off with boards or chunks of stone. A few businesses can still be found in these areas—taverns serving stew of questionable origin, crafters producing rough clothing and other necessities, merchants selliing scavenged goods and materials. While the merchants of Fallen happily take any coins offered them, most are used to bartering with customers. Where the spires of the falling Glass Tower crashed into the district, the buildings are shattered and broken, and the segments of the Glass Tower jut from crushed temples and manors. The ravers inhabit these places, bloodthirsty feral folk who appeared after the disaster. Anyone who seeks the lost treasures of the Glass Tower must face the ravers—and perhaps the restless spirits of the dead. The city council also uses Fallen as a makeshift asylum, throwing the insane into the district, where they either join with the ravers or quickly die.

Points of Interest: Blackstone Church

Gate of Gold (tenement), p. 63

Once home to many of the founding families of SHarn, Gate of Gold is now little more than a slum. Small and wretched townhomes crowd the crime-ridden, extremely dangerous district.

Malleon’s Gate (goblinoid slum), p. 63

Sharn was built from the ruins of Shaarat, which was built atop old Duur’shaarat. All of these cities have on thing in common: Goblins. Malleon the Reaver enslaved the goblins of Duur’shaarat and forced them to build his city. King Galifar I offered the goblins freedom in exchange for their services as soldiers and laborers. For many of the goblins, there was little difference between life as a slave and life as a free laborer, but over the centuries some learned valuable trades and established their own businesses. While the goblins were officially citizens of Galifar, few humans enjoyed their company, and they found themselves congregating in Malleon’s Gate. For centuries, goblins were the sole inhabitants of Malleon’s Gate. But with the rise of Darguun, all manner of goblinoids have emerged from the Seawall Mountains, and many have come to Sharn in search of opportunity. The relationship between the “city goblins” and these new immigrants is not entirely amicable; the Ghaal’dar bugbears and hobgoblins are used to dominating the goblins of Darguun, while the goblins of Sharn value their independence and rights as citizens. The Sharn Watch stays out of Malleon’s Gate, and it remains a very dangerous place. While most of the Sharn goblins happily do business with people of all races, a number of goblin gangs, bugbear bullies, and unpleasant ogres enjoy taking out their frustrations on strangers. While many of the trades and services available in Malleon’s Gate are criminal in nature, the goblins also pursue a variety of crafts and professions. The district contains an old temple to the Sovereign Host, but the nine sovereigns are depicted as idealized goblinoids. Many of the Darguuls revere the Dark Six.

Points of Interest: Bloodestone Inn

Oldkeep (apartment townhomes), p. 64

Once, Sharn’s City Watch operated out of a great set of towers and buildings known as the Keep, located in Lower Dura. When the City Watch spread to Daggerwatch and the new garrisons springing up in other, higher-level districts, a number of land barons bought up the old property and converted it into housing. Now the place is called Oldkeep, in memory of its more glorious occupants. Most of the residents of Oldkeep work in Precarious, the Stores, or in Middle Dura. Many work for businesses with ties to the Boromar Clan.

Precarious (warehouse), p. 64

The skydocks of Precarious lean out into the air high above the Dagger River. Vast mystical cranes and magic lifts use levitation and the power of Syrania to haul loads of cargo and people to and from the waterfront districts of Cliffside. An army of laborers transports goods between the docks and the warehouses in the district—both the massive storage towers and the smaller warehouses. While sailors generally find entertainment in Cliffside, Precarious houses a variety of crafts and services. Mills and workhouses make immediate use of the raw materials brought up from the Dagger River, while a few dingy taverns, gambling dens, and dreamlily dealers provide the workers with a chance to leave their cares—and their silver—behind. A variety of criminal trades are practiced in Precarious; the Boromar Clan has a hand in many of the businesses in the area due to their considerable investments in smuggling and shipping. Precarious plays an important part in the economy of Sharn, and as a result the City Watch maintains an active presence in the district. The Watch maintains a small garrison in the area to watch for smugglers—or at least to ensure the proper bribes are paid. The Watch also protects the tariff office, the large customs agency on the skydocks that handles the taxation of goods. The Watch protects trade: petty crimes are not their concern, and Precarious is definitely a dangerous place for average citizens and visitors. Tourists and important visitors arriving by ship generally hire a Deneith escort at Grayflood to ensure safe passage through Lower Dura to the higher levels of the city.

Points of Interest: House Kundarak

The Stores (warehouse), p. 65

The Stores district has much in common with Precarious. Howerver, the Stores is not actually built on the cliff side, and the Watch focuses its resources and attention on Precarious. The result is that the Stores are slightly more dangerous than Precarious, and smugglers are more likely to hide their goods in these warehouses. The Boromar Clan has strong interests in this district, and thus a considerable halfling population can be found here.

NPCs: Grinning Lis, Vorj Slystep, One-Eye Tem, Jovi Kemble

Dura

Lower Dura

Eberron: Goblins Never Tell Braeg