Sharn’s inhabited towers rise above working landings and deep streets.
Sharn is a Brelish metropolis built upward: towers rise beside towers, bridges join selected landings, and streets continue inside buildings as well as around them. A room can overlook open sky while another, only a few floors away, faces a wall of stone and machinery. A flat map shows only part of an address.
The city stands in a manifest zone, a place where another plane strongly influences the world. Sharn's connection is to Syrania, a plane associated with peace and the sky. Its effect makes the city's extraordinary towers and local flying transport possible. The magic is part of Sharn's geography; height still requires construction, maintenance, labor, and money.
Finding a neighborhood
Five principal quarters divide the tower city. Each contains upper, middle, and lower wards; wards contain smaller districts.
| Quarter | First associations |
|---|---|
| Central Plateau | Civic authority, business, wealth, and official appointments |
| Dura | Older neighborhoods, working life, and adventuring connections |
| Menthis Plateau | Performance, nightlife, scholarship, and Morgrave University |
| Northedge | Homes, local shops, and established neighborhood relationships |
| Tavick's Landing | Arrivals, lightning rail traffic, travelers, and goods |
Above the towers are Skyway's magically supported estates. Below lie the Depths and industrial Cogs. Cliffside follows the river-facing edge rather than fitting neatly into the wards.
Living in the towers
Height is social geography. Upper neighborhoods generally have more daylight, faster service, and more influence. Lower neighborhoods carry much of the city's labor and have less money to spare when something breaks. These differences exist within quarters as well as between them.
In 1250 YK, Sharn retains an elected council and functioning Brelish courts. House contracts reach deeply into housing, transport, and useful magic. Life on the landings includes shared meals, repairs, teaching, and neighbors helping each other get through a missed payment.
The vertical guide, transport guide, and maps explain how to get around. The charter vote concerns the city's immediate political future.
Sources & adaptation
- Mana Standard Player Primer — PDF pages 2-7, campaign-era additions
- Top 10 Most Unique Cities in Dungeons & Dragons — Sharn
- Wayfinder’s Guide to Eberron — Ch. 6: The Shape of Sharn