28 March 2011

Stormreach

In the arena known as the Red Ring, a Valenar warrior leaps out of the way of a giant’s club. The elf came to Stormreach in search of his history—now he is forced to reenact it in this deadly contest.
In Falconer’s Spire, a Lyrandar lord studies maps and reports. He reaches out with his thoughts, feeling the paths of the storm and considering if he wants to hold back the tempest or welcome it in.
In the slum of Dannel’s Pride, a young man studies the scroll he’s been given, marveling at the destructive power bound within its words. For an instant he feels doubt. Then he hears the cries of a starving child and the curses of a crippled soldier, and he knows what he must do.
In a harbor alley, a merchant spits blood and teeth onto the ground. As the half-giant ruffi an draws back for another blow, the wounded man  sees a guard standing in the mouth of the alley, and for an instant hope surges through him. But the guard just laughs, and the merchant realizes . . . the guard is waiting for his cut.

Stormreach is humanity’s greatest outpost on the continent of Xen’drik. Established by pirates and smugglers, it has become a vital resource for those who wish to explore or exploit the shattered land. Although the culture of Stormreach has its roots in Khorvaire, it is a free city with no allegiance to any of the Five Nations. As such, Stormreach is a haven for explorers and exiles, for adventurers and criminals, for soldiers disillusioned with their former kingdoms and those who wish to continue the war. It is a beacon for dissidents and romantics, for fugitives on the run and those who need to escape their own memories. Far smaller than Sharn, it is a city where a few bold adventurers can make a difference—a place where the major players quickly come to know each other.

Stormreach was once a dangerous pirate port, but now it is a cosmopolitan trading port with residents from all over Eberron… though it's still dangerous. Located on the Skyfall Peninsula which forms the northernmost extension of Xen'drik into the stormy Thunder Sea, this city has grown up amid the shadows of ruins from the Age of Giants. Many of the ruins lie underground where their unknown passageways give the port the title "City of Dungeons." Aboveground, scattered walls and floating ruins make a fantastical landscape where pirates, merchants, exiles, and researchers all come to live in an ongoing stalemated power struggle. Stormreach is a place of flux and of opportunity for those who make the journey to this chaotic and adventurous place.

History
Stormreach was initially used as a hideout for pirates and smugglers who attacked vessels traversing the Thunder Sea to the north. From Stormreach, pirates could easily recoup, as well as trade among other pirates. In 800 YK, as the continent of Xen'Drik became an interest to scholars and the Dragonmarked Houses, the houses petitioned the King of Galifar to cleanse the area of pirates and by 802 YK, the Galifar navy had done its job.

Leadership
Despite ousting a large majority of the pirates and smugglers, a few powerful smugglers, called Coin Lords, took advantage of the reduction in competition and became the first leaders of Stormreach. Their descendents continue to govern over Stormreach to this day. Currently, Stormreach is governed by five hereditary nobles. A Harbor Lord oversees all harbor activities, while four Coin Lords maintain the rest of the city. Together, these five nobles are called the Storm Lords.

Power Groups
Although the Storm Lords hold authority over Stormreach, other nations and the Dragonmarked Houses have consulates and enclaves there. The Five Nations acknowledge Stormreach, but none claim it as their own. Instead, they simply maintain business relationships with the Storm Lords hoping to turn a profit on all that Xen'Drik has to offer.
The Dragonmarked Houses, particularly House Lyrandar, House Kundarak, House Deneith, and House Tharashk have great sway in the city, and the Storm Lords go to great lengths to make sure their presence remains.

Stormreach by the Numbers
Stormreach: Population 11,650
humans 43%,
gnomes 9%,
half-elves 9%,
dwarves 8%,
orcs and half-orcs 8%,
halflings 7%, elves 6%,
warforged 2%,
shifters 2%,
changelings 1%
other (drow, goblinoids, giants, kalashtar, monstrous races) 5%).


Authority Figures: The Storm Lords.

The city of Stormreach is built on the ruins of an ancient port from the Age of Giants and the remains of the giants' civilization are found throughout the city. The walls of the older city help to define the nine districts of Stormreach, some of which are further divided into wards. The population of Stormreach is almost entirely made of people fleeing something in Khorvaire, whether debts, crimes, memories, or simply boredom. Some of the people living in the City of Dungeons act like those of the Five Nations and some neighborhoods are dominated by specific nationalities, visitors should be assured that things in Stormreach are not at all like they are on the mainland.

Out on the edge of civilization, close enough to the drow-infested jungles that they seem like beggars on the outskirts of the city, many wonder why anyone would ever go to Stormreach. There are a number of reasons, though, that would especially attract adventurers in search of gold or knowledge.


Five Things Every Stormreacher Knows About:

The Storm Lords:
Stormreach is a small city, and the Storm Lords are prominent public fi gures. The streets buzz anytime new gossip emerges about Lord Jonas Wylkes or whenever the Lassites throw a party at Molou’s Distillery. Lady Kirris Sel Shadra maintains a low profile, but people are always speculating about the power she wields in the shadows. People might love them or hate them, yet the Storm Lords are a common topic of conversation whenever people gather.
Tall Tales of Xen’drik:
Every Stormreacher can spin tales of horrific monsters, lost expeditions, and fabled treasures found in the depths of Xen’drik. Some stories are passed down over the generations. Others are embellishments of personal experiences in the dungeons below the city or on trips to the continent’s interior. When people gather in Stormreach taverns, they typically tell tall tales, with each storyteller trying to top the one before.
Languages:
Stormreach is extremely cosmopolitan for its size. The inhabitants not only deal with a steady influx of travelers and merchants from Khorvaire but also with drow, elves from Aerenal, giants, and sahuagin. Most Stormreachers learn at least one additional language. Beyond this, a number of words and phrases from other languages have fallen into the basic vocabulary. A Stormreacher might not speak Sahuagin, but he can certainly swear in it.
No Justice:
The Stormreach Guard serves the Storm Lords and their interests. The guards are a force to be avoided, not a source of security. They arrest and sometimes execute criminals, but only if this benefits the Storm Lords; no moral principle is at work.
Gangs and Militias:
Groups described as gangs are typically criminals driven by selfi sh desires. Whether they are muggers, pickpockets, burglars, dreamlily dealers, or worse, they prey on the city’s people. Militias are armed groups based on political or religious ideology. Often they are supported by the inhabitants of their wards, who perceive them as a source of stability and vigilante justice. Whether they support or despise them, Stormreachers are familiar with the gangs and militias in their home wards.

A Place to Lie Low
Stormreach is a very remote city and some people like it that way. For adventuring parties with a few too many enemies or with some item that they'd rather keep away from adversaries, a short diversion to Stormreach can be just the thing. Unlike other ports, there are no customs officials checking identification papers in Stormreach and residents are used to not asking prying questions of visitors so there's no reason even to use your real name while here. On the other hand, some adventurers come to the City of Dungeons because their enemies take advantage of this situation. If some foe disappears and is not found in his usual haunts, heroes could do a lot worse than to see if he might have booked passage to Stormreach to drop into the anonymous crowds of the port. In this case, the very same resources that the adventurers would use to hide themselves must be overcome to continue their search.

A Gateway to Adventure
For adventurers, the reasons most stay away from Stormreach are exactly the reasons to go. Many in Khorvaire grow up reading the copper-novels about explorers looting tombs and slashing their way through the jungle. Other books depict the fantastic adventures of sailors on the storm-tossed waves of the Thunder Sea and about their quick-witted stops in a port full of pirates. The lands of Xen'drik hold many treasures but one of the most valued is the mystery that permeates the exotic land. Expeditions from the Wayfinders provide some amount of steady exploration but most of it is informal and all of it travels through the port of Stormreach. For some adventurers, the thrill of being in the City of Dungeons evokes an intangible childhood thrill which more than makes up for the danger of visiting the former pirate port.

Ancient Evils to Fight
The city of Stormreach is not the first settlement on this location by a long shot. Xen'drik has a long and twisted history that has marked the land with evils and curses that have become fodder for many hushed stories back in Khorvaire. Heroes who want to make a difference in the world can come to Xen'drik and battle some of the most pernicious evils in the history of Eberron. Bound Demon Rajahs from the battle with the dragons in the first age of the world still lie festering in their prisons in the southern continent. Rumors even say that one lies hidden near enough to Stormreach to trouble mortals but even if this were not true the warren of dungeons underneath Stormreach which give the city its epithet provide other challenges. Evil liches from the days of the giants, lurking vampires weilding elven necromancy, and other terrible denizens lurk in the dark shadows beneath Stormreach's chaos and anyone bringing the light of righteousness to them could inspire generations to come.

Chapter Two:
Life in Stormreach
The nine districts of Stormreach are divided into wards, all huddled among the giant ruins of ages past. The spit of land where Stormreach is built is surrounded by the meandering branches of the Koronoo River to north and south as well as the ocean to the east. The streets are chaotic and twisting at best, tangled and misleading at worst, and few residents are eager to see strangers lurking around their homes. Despite the riches that are regularly brought back to the Five Nations from Xen'drik, most citizens of Stormreach are poor and downtrodden. Many visitors to the city have less-than-honorable reasons for coming and, for better or worse, most in Stormreach tend to assume as much when they meet someone they don't know.

Cross
The district of Cross holds a number of transplanted Khorvairian populations and retains some of the pride of its home nations, though there is plenty of tarnish on it. It is a centralized district which gives Cross its name: the Marketplace to the west, the Harbor to the east, Southwatch to the south, and Respite and Silverwall to the north. Despite this, most of the residents of Cross are poor and rely on business elsewhere in the city while trade wagons and travelers pass through without stopping. The ward of Dannel's Pride is a place where travelers keep their heads down the most, filled with the nostalgia and anger of its Cyran population about the Day of Mourning. By contrast, Graystone is an orderly place of business with a bustling Tharashk refinery at its center. Many workers live in the quiet streets of Saltire where very few have reason to go except for the simple or clandestine of the district's population. Lastly, the Sloths is a ward of fine tailors and Brelish expatriates who avidly take advantage of any opportunity for advancing their business.

Forgelight
Forgelight is a heavily-rebuilt district with many new buildings and clean, well-off businesses. It is known by many in Stormreach to be a stronghold of Deneith House Deneith which maintains an enclave on the across a branch of the Koronoo from the city proper. Mercenaries and adventurers of all sorts are attracted to the district because of the enclave and because of the large warforged population that makes its home here. Warforged may appreciate the relative quiet of Forgelight or the Stormreach Forge which is also here.

The Harbor
In any port city the harbor is a center of all the settlement's activity and Stormreach is no exception. The Harbor area is dominated by three large structures: the Emperor statue and the Lighthouse, both from the Age of Giants, and the impressive Harbormaster's House where the Harbor Lord lives and performs his duties. Many pirates and other nefarious types also call the Harbor home making this a frequent stop for visitors.

The Marketplace
At the center of Stormreach, the Marketplace is a bustling hive of activity and business. Falconer's Spire, the local Lyrandar enclave and airship dock, is here along with Lorsmarch Palace where the the-storm-lords Storm Lords meet to decide the fate of the settlement. The Chapterhouse, a joint venture between Houses Ghallanda and Jorasco, is also located here as well as the headquarters of the Stormreach Guard but the largest and most visited feature is the massive Bazaar which contains treasures and merchants from every corner of Eberron.

Oldgate
The westernmost parts of Stormreach are called Oldgate, a mixed district dominated by Thranes and Aundairians. The former generally live in the Embers ward while the latter are found in Whitewash farther out. Despite the tensions that exist between these two nationalities in Khorvaire, the populace is relatively quiet, especially for Stormreach. Thranes in Oldgate tend to follow a calmer less militant form of the Silver Flame and Aundairians take care to keep their ward looking as bright and friendly as Fairhaven. Despite this veneer, however, fights do happen between the two wards' rival militias and gangs.

Respite
Respite is the wealthiest of Stormreach's districts, particularly the ward of Stormhaven which takes up a small part of it. Wealthy merchants make their homes here, the most powerful in Stormhaven including the Storm Lords, and the commoners of Stormreach are forcibly kept out by private guards. A House Jorasco enclave is found here as well as a number of wizard's shops but the most striking feature is Delera's Watch. This stately necropolis is named after one of the founders of Stormreach who is buried here and over the centuries the land has become a rambling collection of gravesites from citizens of many different nations.

Silverwall
Near the eastern beach, Silverwall is dominated by the interests of House Kundarak who petitioned the Storm Lords for land to build here. Their enclave is a ward unto itself called Coasthold where magical research and secret plans are undertaken. The rest of the district falls within Locksmith Square which is a hub of trading and entertainment in Stormreach. Craft shops can be found in the square as well as the strangely beautiful Eldred's Pool which depicts thri-kreen figures either dancing or fighting. The Red Ring, a gladiatorial arena and gambling venue, is also located here for those who seek more bloody entertainment than is found in the rest of the ward, though powerful rivals may be forcing the Ring out of business.

Southwatch
On the exposed southern edge of the city, Southwatch keeps much to itself and looks after its own. The Karrnathi-dominated Grindstone ward houses a temple of Vol, locally called Rosewood, and a Karrnathi militia, while Summerfield is a more cosmopolitan ward with residents from many places. Across the Koronoo, the Tents of Rushemé is a tent city where giants come to trade goods from the Xen'drik jungles including herbs, exotic resources, and even some ancient relics. Anthropologists from the Five Nations sometimes come to speak with the giants but many in Stormreach are nervous that they remain so close.

Temple District
Next to Forgelight, the Temple District houses a massive temple-fortress to the Silver Flame, built as a missionary church to savage Xen'drik. The street known as Temple Row contains a melange of other shrines and street preachers who call out prayers to the Sovereign Host, the Dark Six, and even the Dragon Below to passersby. The other side of the district is the entertainment and vice found in the brothels and taverns of the Temple District. House Phiarlan is just one of many places where those looking for sinful entertainment can be satisfied.

9 August 2010

Sharn Inquisitive Articles

The Sharn Inquisitive

The Sharn Inquisitive, the city's local chronicle, is the best source of local news. The Inquisitive appears weekly on Sul and is distributed via city mail. Its publisher, Haftak ir'Clarn, is a distant cousin of Lord Ruken ir'Clarn, a member of Breland's parliament who often expresses viewpoints and opinions in opposition to King Boranel. Haftak's position on his cousin's radical politics aside, you can find critics who claim that the Inquisitive goes out of its way to support or attack the Brelish crown.
Readers generally turn to the Inquisitive for local news (which some say reads more like idle gossip) and the opinion pages, which regularly feature heated debates on important city issues.
For news from beyond Sharn, most educated citizens rely on the Korranberg Chronicle.
A subscription to the Sharn Inquisitive costs 3 gp per year. Though the publication is not normally available for sale by single issues, it is usually easy to find a discarded copy a few days after publication.

This compilation of articles are taken from the Point of Infinity campaign.


Sul, 8th Therendor 998 Y.K.

Street-Kind Heroes 

Red Blade Gang Brought to Justice
The annual Street-Kind Charity Ball was held last night with dignitaries and nobility travelling from across Sharn to Crystal Springs, the beautiful home of Lady Corven Sahlmer in the Mithral Towers district of the Upper Central Plateau. As the skycoaches flew in the crowds gathered to see the rich and sequestered draped in all their finery, hoping to catch a glimpse of their heroes.
Guests included folk from all walks of life, from the most the distingushed nobility to the most humble of street-folk. Actors, musicians, politicians and socialites rubbed shoulders with traders, blacksmiths, cogs-workers and the homeless in this wonderful event that reminds us that we are part of this great city and that we should help each other as bet as we can.
It has, however, come to the attention of this reporter that all did not run smoothly at the function. Apparently as the party was in full swing there was an attempted robbery, one of the guests had their hippogriff stolen.
As the thieves returned for a second time, reportedly for another hippogriff, they butchered the guards posted there and would have got away with the prized mount were it not for a group of unknown individuals who had the courage to stand up to the gang.
The Red Blades have been fugitives from the law for some time now and their leader, Drem Lamor, was described by Yric Oureson of the City Watch as "a criminal master-mind in the making". After a series of bloody heists the gang got their name as a force to be reckoned with and with reputed ties to some of Sharn's largest criminal syndicates the have-a-go heroes who stood up to villainy and unlawful behaviour had best watch their backs for fear of revenge.
All five members were killed in the altercation.

The Sharn Inquisitive says:
Let the heroes who brought down such a vile group of villains be decorated and recognised by the city.
There are too many good folk suffering at the hands of criminals.
With an estimated 80,000 gold pieces raised for the charity it was hailed as a huge success.


Sul, 15th Therendor 998 Y.K.

Noble Kalesh ir'Semhel Found Dead

In the early hours of Zol, 10th of Therendor, the notably titled Kalesh ir'Semhal was found dead in his home by his night watch guard.
The renowned importer of Q'Barran antiquities and other regional goods had reportedly been flayed of his skin whilst alive, the guard found him trying to reach the door to his room when he died.
A privately hired inquisitive has insinuated draconic connections, claiming to have found what he describes as "The entire shed skin of a humanoid lizard, yet strangely no sign of ir'Semhel's skin was present".
His death is thought to be connected with a heated argument with a rival noble, Paxor ir'Somera, at the Street-Kind Charity Ball two days earlier. The city watch are currently searching for the noble in question but his whereabouts are unknown.
Although reports are hazy it is thought that several hours after his death, Kalesh ir'Semhel was seen to be withdrawing from his Kundarak account in Korranath.
It is also a reputed fact that much of Khorvaires Dream Lily is imported from Sarlona through the tiny inlets on the Q'Barran coast, and if the gossip is to be believed then ir'Semhel may have had his fingers in that pie.

Vermin Problems Escalate in Skyreach Tower

A constant stream of insects, arachnids, bugs, beetles and other critters of all varieties has become a huge problem to residents of Skyreach Tower on the Menthis Plateau. For those of you unfamiliar with the tower, it is one of the largest in the quarter, it grows from Downstairs, through Cassan Bridge and into the Seventh Tower district.
Reports have gradually been growing over the past few months of pest control agencies being inundated with reports of creepy crawlies running amok in the vicinity of the tower.
One resident reports, "I don't know where they're coming from, we've got no cracks in the walls that we can see and we don't leave the place in a state that would attract them. It's about time the council listened to us and did something about it."
Another concerned resident states, "Well about a week ago old Gerard got chased out of his stables by a huge great spider, no one can say where it came from, it was lucky for him that the watch were patrolling the street nearby when it happened."
Residents of Downstairs are voicing their concerns about the number of scavenging and carrion birds that are gathering in the volcanic land at the base of the plateau, "It's just not healthy," says one resident, "All that muck those horrid birds are creating, when the wind changes the smell is indescribable".

The council representatives of Middle Menthis have made the following statements:
Savia Potellas - Lower Menthis Plateau
"Something has to be done. The residents of Skyreach Tower are suffering, whether this is a refuse or waste issue i'm not yet sure, but one thing i am certain of is that these people can't all afford to hire extermination services and it is a certainty that disease will follow."

Caskar Halavik - Middle Menthis Plateau

"As the problem is growing we have to take a long hard look at the hygiene of the lower wards. This is obviously a problem, that is growing from the ground up. It is an issue that Potellas should be facing head on."

Thurik Davandi - Upper Menthis Plateau
"There have been several reports of larger vermin reaching the streets of the upper levels of Skyreach Tower, but thus far there have been no casualties and there has been no source of this incursion found, all we can assume is that they are find their way up the tower from the lower levels, perhaps following the streets or up the outer walls."


Sul, 15th Eyre 998 Y.K.

Scrimshaw Captured


In the early hours of Zor, 12th of Eyre, the master inquisitive Viktor Saint-Demain staggered into the garrison house in Black Arch with "The Ivory Gargoyle" manacled before him.
His most recent known crime was some 6 months ago when he went on a two week killing spree in the Blackbones district of the Cogs.
Scrimshaws moniker describes the terrible disease affecting him. The stony serial killer's rocky hide turned bone white years ago, and his horrible reputation prevented him from receiving aid from either Jorasco healers or clerics.
Saint-Demain was greeted with cheers from the garrison as he walked in with the vile villain.
"I'm simply making the streets of Sharn safer, one crook at a time." was the response from the city's most respected and effective inquisitives.
Rumours persist that his stern sense of justice and charitable heart have spurred him into purchasing a condemned temple of Aureon to start a school for impoverished children, although his noble sensibilities would not allow him to comment.


Sul, 22nd Eyre 998 Y.K.

Bluescar Lighthouse Restored

Houses Lyrander and Vadalis were celebrating today as the lighthouse at Bluescar Headland was restored to functionality. Aleal d'Lyrander, shipping co-ordinator for the south-east coastal passage praised the valiant efforts of the company known as "Crimson Fist".
Speaking from his small and busy office in Lyrander Tower Aleal said, "They set out to retrieve the Dragonshard that sheds light across the rocky waters, and they did as promised. They have done more than earn favour from ourselves and House Vadalis, they have undoubtedly saved the lives of many sailors and merchants who regularly use the shipping lanes from Q'Barra, Valenar and Zilargo."

This is another blow to the pirate organisations and their affiliates that are currently plaguing the southern seas and the Straits of Shargon. If only the crown would do as much, then we would certainly lead safer lives.

Gullsnest Ravaged by Chain Beast

Perhaps coincidence, several days after the restoration of the lighthouse at Bluescar, the nearest port - the sleepy fishing village of Gullsnest - came under attack by creatures wreathed in chains. They entered the town, a few hours after sunrise and slaughtered many villagers, early reports claim that there were over 50 casualties and at least 20 fatalities before the creatures simply vanished, leaving the town to mourn in fear.
Some experts claim that this is the work of the Mockery although no one can be sure as any who attempted to interact with the creature were brutally torn asunder in the most gruesome fashion.
Witnesses claim that the rattling chains of the creature can be heard moving through the dark streets after sundown.
Amongst many others it is known that the creature murdered Grimshaw the village alchemist, Therin Hewitt the village (Cannith affiliated) forgewright, and several patrons of the "Empty Nest", the village tavern.
Royal troops are moving from Flint Keep to reinforce the already strong Deneith outpost in Gullsnest. But as yet there has been no further report on the matter.
Have the heroes who have saved the lives of countless sailors also unwittingly loosed an evil upon the area, time will tell...


Sul 8th Dravago 998 Y.K.

Skyreach Tower Quarantine


The area surrounding Skyreach Tower, in the Downstairs district of Middle Menthis has be quarantined in the last few days due to prevalent disease. There have reportedly been scores of outbreaks of both Filth Fever and Blinding Sickness. Although there has been no official word on this matter, residents are claiming that the recent outbreaks are caused by the vermin problems that have recently been reported in the area.
The fear of residents in the higher wards of the tower are that this blight will spread to their neighbourhoods unless the City Council does something to investigate this matter. House Jorasco has already reportedly signed dozens of contracts with the wealthier residents of the tower as a precautionary measure, but that is of no help to the poor and needy of Downstairs.

Blinding sickness is known to be spread through tainted water and can weaken the victim to the point of helplessness whilst also causing permanent blindness.
Filth Fever is generally spread by rats and other sewer dwelling creatures, and is thought to be transmitted by bites. This disease can cause weakness, lack of co-ordination and in the worst case, death.

A spokesperson for councillor Savia Potellas gave the following statement:
"We are currently investigating the situation involving Skyreach Tower, however, our resources are stretched to the limit. Teams of sanitation engineers have been despatched into the sewer systems in and around the affected area but so far there have been no definitive conclusions. A relatively recent shift in the foundations occurred and the preventative measures taken at that time have prevented further investigation."

A brief seach through the Sharn Inquisitive archives has revealed the following report from around 85 years ago, detailing the foundation shift mentioned.

...Sul 8th Dravago, 923 Y.K.
Cityquake

Menthis Plateau was shaken to its foundations in the early hours of Sar 7th Dravago. Fractures and chasms opened throughout the interior structure of the tower and many people were killed or simply vanished. Investigations drew to a halt as swarms of vermin spilled from the cracks and the old chambers were sealed to prevent further incursions.


Sul 15th Dravago 998 Y.K.

Sharn Cloaked in Darkness


Ash falls on Sharn. In the depths of the worst rainfall recorded for centuries an inferno has consumed the lower quarters of the city's towers. Like the tainted lungs of a dying dragon, the belly of the city has blasted the lofty spires with a poisonous cloud of ash and soot. To make matters worse the city is locked in a seemingly perpetual cycle of black skies and torrential rain that occasionally fade into thick dirty fog that leaves everything it touches coated with black soot.

The end can not be far behind, it's coming is foretold in the voices of the ravens that feast on the flesh of the dying that lie scattered throughout the region surrounding Skyreach Tower's lowest levels.
It has been a tough week for the residents of Sharn. One week past, a mysterious explosion in the Cogs spawned a fire of unprecedented proportions. Ashblack and Blackbones continue to burn bright, their foundries fuelling the spreading flames. The inferno still rages below the city, and the fire brigade, the watch and most of Sharn's mages battle the blaze night and day. Plumes of smoke choke the sky and heavy rain falls in torrents from tainted clouds. The city is shrouded in grey and black.

The skymages usually see to it that Sharn's spring-times stay a little drier than the surrounding areas. However with the fires raging in the cogs, Sharn's City Council has requisitioned the skymages to help deal with this catastrophe. Without the skymages asserting their power over the elements above the unusual rains have not passed. What's worse, the coal-black smoke rising like an angry shade from the burning Cogs taints the storm with poisonous vapour. Rain, fog and soot fill the air as one, plunging the entire city into darkness. No storm like this has ever been experienced before on Khorvaire, and many residents of Sharn believe it is the sign of an oncoming apocalypse akin to Cyre's day of Mourning.

7 August 2010

Lyrandar Tower, Sharn

OVERVIEW

Because of its airship docking tower, Sharn is also known as the gateway to Xen’drik. Built on the Central Plateau, Lyrandar Tower is one of the tallest structures in the city. It measures 2,000 feet in diameter at the bottom and 650 feet in diameter at the top.
The top floor of the tower houses the airship docking port—one of the busiest centers of activity in Sharn. The tower is the first sight that most visitors see upon arriving in the city, and it is often the only place visited by people here on business or just passing through.
Lyrandar Tower offers a wide array of services to the travelers who pass through it. Just about any product the city has to offer is also available here, though at prices ten to fifteen percent higher than elsewhere in the city.
But most travelers are willing to spend the extra money for the convenience of having everything they need so handy. 

The actual docking port is on the top level of the tower. The levels just beneath it house guilds and organizations that offer a variety of services for hire. Wealthy individuals can book skycoaches, hire mercenary companies to protect their airships on particularly dangerous journeys, or retain bodyguards for travel aboard an airship as well as protection within the city.

On the middle levels, travelers can rent lodgings for any length of time. The available rooms range from large and extravagant to barely large enough for a bed. The hostels are owned by several dragonmarked houses, which compete to draw travelers to their establishments. Normally, all that differentiates one house’s inn from another is the service provided by its staff. Most of the tower’s upper-scale lounges are also located in this portion of the tower.

Virtually every form of entertainment is available in the tower’s lower levels. Visitors in search of a good time can visit the theater, socialize in any of several lively lounges, seek out an establishment that specializes in providing companionship, or win or lose a fortune in the games of chance offered at the casinos. Many people who live on the Central Plateau object to the types of businesses found here, but since the city’s ruling houses often have vested interests in the commerce conducted in the tower’s lower portions, such complaints rarely bring action.

DOCKING PORT

The airship docking port is a single room that occupies the entire top floor of Lyrandar Tower. The walls of this massive chamber are 30 feet high, and the domed ceiling rises to dizzying heights. Four lifts located in the center of the room allow easy access to the docking port from the levels below. Two massive, 20-foot-high doors pierce each of the four walls. Each door opens inward to reveal a balcony from which hangs a massive, fork-shaped dock.
The balcony doors are normally kept open, regardless of the weather. A permanent magical field keeps out the chill wind while allowing passengers to enter and exit their ships. The doors are closed only in the rare instances when the city is under attack.
Each balcony is equipped with a powerful light housed in a compact light station (lighthouse). Powered by a lead sphere bearing a permanent daylight spell, the light is backed by a concave mirror that reflects the light outward. The operator of each small light station scans the sky for approaching airships. When its dock is available, the station acknowledges a ship by maintaining the light on its sails for several seconds. Upon receiving this signal, the airship glides in beside the balcony from which the signal originated. After tying the ship into place, the attendants drop a ramp from its deck so that passengers can embark or disembark. The ship remains airborne at all times, even while docked. The ring of fire encircling the airship is safely beyond the reach of the dock, so it poses no hazard to people standing there, or to the structure itself. In addition, each balcony is equipped for skycoach docking. Skycoaches often approach the balconies when their drivers see approaching airships, then wait there for disembarking passengers who want a quick ride to another part of the city. Such convenience usually costs up to double the going rate for such services.
Although the tower has eight docking ports, no more than four are typically in use at any given time—two for arrivals and two for departures. The other ports are reserved for periods of heavy traffic or emergency dockings. Occasionally a damaged ship puts in here for repairs and has to stay for an extended period, blocking off the dock where it is moored at great expense to its owner. Ships owned by House Lyrandar, however, can stay in port indefinitely at no charge.
At any time, hundreds of shuffling people—most of them standing in long lines—are waiting to board the next airship. Along the north and south walls are two large areas filled with chairs. Together, these lounges provide seating for more than five hundred people. House Lyrandar provides refreshments, such as fruits and water, free of charge to the waiting travellers.
The safety of the airship passengers using this docking port is of paramount concern to House Lyrandar. No fewer than fifty guards patrol this room at all times. Two fighters wearing armor under their robes and a wizard wearing austere gray robes and goggles of detect magic are stationed at each airship gate. This group is charged with spotting any dangerous magic devices that embarking passengers are attempting to bring aboard the ship. Ranged and melee weapons of low and moderate strength are allowed on board with the passenger, provided that each such weapon is secured in its sheath with a peaceknot.
Passengers embarking on one of House Lyrandar’s ships must undergo strict security checks. Any magic items that the wizards on the inspection teams cannot identify or that they deem overly dangerous are confiscated and placed in one of the ship’s locked cargo holds, then returned to their owners upon reaching the destination.
A few airships owned by other houses do not employ such stringent safeguards, but their passenger lists are normally much more exclusive.

THE UPPER LEVELS

Companies and organizations that cater to wealthy travelers occupy the upper levels of Lyrandar Tower, providing the kind of premium services that the well-to-do expect. Often such travelers seek mercenaries trained in aerial combat to ensure that they have proper protection while traveling. Agencies that rent skycoaches for long-term use share the upper levels with those that contract personal bodyguards and other professionals.

The following guilds and organizations maintain a presence on the upper levels of Lyrandar Tower.

THE HALL OF STEEL AND CLOUDS
Owned and operated by House Deneith, this business hires out mercenaries who specialize in air combat. Its headquarters, known as the Hall of Steel and Clouds, is located two levels beneath the docking port. Fifty fighters and ten wizards, most of whom have skymage levels, are employed here to provide services for travellers.
Under normal circumstances, a group of ten 5th-level mercenaries can be hired with as little as one day’s notice. All the mercenaries in such a group are equipped with at least one magic item (such as winged boots) that grants the power of flight.
The walls in the Hall of Steel and Clouds are painted blood crimson, and its rooms and hallways are decorated with statues of armoured soldiers—some of which are winged. Paintings depicting weapons, airships, and armed battles hang on the walls. But creature comforts, such as plush chairs and couches, are notably missing from most of the complex. Such fripperies can be found only in the reception area, where Captain Larinard, the leader of the company, greets clients and conducts negotiations.
Hiring a mercenary band for a single voyage typically costs about 2,000 gp. Though the price is high, many travelers who pass through dangerous skies consider this amount a pittance when it comes to ensuring their safety. A mercenary team can also be hired here for a more extensive outing lasting weeks or even months, though the price increases accordingly. In general, the base price of 2,000 gp buys the services of a team for two weeks (one week in each direction). Each week or part thereof beyond that limit costs an additional 500 gp.
The mercenaries who belong to this organization may also be hired out individually as bodyguards. Important individuals who pass through the city are often targets for assassination, so additional protection is considered a wise move. The going rate for a single bodyguard is 200 gp for the first week and an additional 150 gp per week or part thereof after that. The fighters employed by the Hall of Steel and Clouds typically live here, all sharing one large room filled with bunks. The wizards are required to check in on a daily basis for their assignments, but most of them maintain their own quarters in the middle levels of the tower.

Also located within the Hall of Steel and Clouds is a massive gym where the organization’s mercenaries train against one another. Since their aerial fighting techniques are just as important as routine combat maneuvers, three 30-foot-by-30-foot rooms have been equipped with specially created magic devices that create major image effects. Each device recognizes the commands of the ranking officer in the organization and creates scenarios that provide the full experience of a dangerous situation aboard an airship. The officer who created the scenario often uses a scroll or other magic item to become invisible so that he can observe the drills and debrief the mercenaries under his command after the scenario has played out.

THE SILVERSTREAK SKYCOACH RENTAL COMPANY
Serra Narim, a classy, red-haired woman in her midthirties, started this company five years ago and still heads it today. The Silverstreak has risen to prominence by putting several dragonmarked houses that previously operated from Lyrandar Tower out of business.
Because Serra is not dragonmarked, numerous people from the noble houses of Sharn resent her and her company. But even though she has made her share of professional enemies, no one has yet resorted to assassination—probably because she is betrothed to Telleth of the dragonmarked House Kundarak, a man who wields some influence in the city.
The Silverstreak Skycoach Rental Company operates a fleet of twenty skycoaches, five to ten of which are rented out to single parties for extended periods of time. The rest hover near the skyways and balconies in search of people who need transportation to other areas within the city. An adventuring party can rent a skycoach for 150 gp per day, and the coach and driver are at the renter’s beck and call until dismissed. The agreement stipulates that if services are needed for more than 24 hours, the driver must return to Lyrandar Tower at least once per day to switch out with another driver.

OTHER LOCATIONS
Other prominent locations within the upper levels of Lyrandar Tower include the following.

The Noble Wyvern
This exclusive restaurant provides the highest quality food in all of Sharn, served by the city’s finest chefs. Normally, only the nobility, the dragonmarked, and the city’s wealthiest merchants visit this establishment, since the food costs 100 gp per plate.

Fantasy Unlimited
For a fee of 150 gp an hour, patrons of this new establishment can live out any fantasy in an illusionary environment. Each guest describes her fantasy to a magic item, which then generates an hour-long fantasy based on her comments. Some wish to see long-lost loved ones, others wish to experience exotic landscapes, and still others simply want to live like royalty for an hour. Requests of a more carnal nature are also allowed, and this aspect of the business has made it a popular attraction.

THE MIDDLE LEVELS

People who fly into Sharn often require a place to stay while taking in the sights or conducting business, so the tower’s middle levels have been largely given over to temporary lodgings for travelers. House Lyrandar prefers not to manage these businesses, so this space is rented out to some of the other merchants and dragonmarked houses. These levels also contain some of the quieter, more relaxing lounges in Sharn.
Specific establishments operating in the tower’s middle levels include the following.

THE TEN TIER INN
The Ten Tier Inn, one of the most hospitable hostels in Sharn, occupies ten levels in the central portion of Lyrandar Tower. This famous inn truly does offer something for everyone. Rooms range from utilitarian chambers that a traveler on a budget can easily afford to the utterly opulent suites favored by visiting royalty.
The top level of the inn consists of four enormous rooms that are often called mansions. The rooms on the levels beneath become progressively smaller and less luxurious. Those on the bottom level are extraordinarily cheap but borderline uncomfortable. The typical room in the Ten Tier Inn is 20 feet wide by 40 feet long. The most sought-after rooms are those farthest from the center because they have windows that look out over the city, and sometimes even balconies that allow guests to hail a skycoach directly from their rooms. The inn has had a problem with jumpers in the past, so every balcony is equipped with a feather fall trap. The rooms closer to the center of the tower are slightly smaller and have no windows, but they cost about 10% less to rent than those on the perimeter.

With the exception of the luxurious rooms on the ninth floor and the suites on the tenth floor, the rooms in the Ten Tier Inn have identical decor. Tan tiles cover the floor, except for a soft, off-white carpet on which the queen-sized bed rests. A chest of drawers and two nightstands round out the furnishings, and a selection of periodicals produced within the city is placed on the chest daily. The rooms on the two upper floors have unique furnishings that include king-sized beds.
In addition to sleeping chambers, the inn has two ballrooms, which can be rented at a rate of 100 gp per night. A catering service is also available for an additional 20 gp. Musicians from throughout the city are sometimes paid to perform at special events presented here. Typically, these rooms are rented on a weekly basis and booked up to three months in advance.

The room behind the counter houses a walk-in safe to hold valuables (such as magic items, coins, gems, or other small objects) that guests do not wish to carry with them. The lock on the vault can be opened with a special code known only to the inn’s management. The cost for use of the safe is 5 gp per item up to 1 cubic foot in volume.

Although House Cannith owns the Ten Tier Inn, its manager is a former adventurer named Edram Malthus, who was once known for his excursions into the Mournlands. Edram is a powerfully built man, now in his middle years. He stands 5 feet 8 inches tall and has short-cropped brown hair and sideburns that run almost to his chin. When not balancing the books, Edram greets visitors and inspects the rooms. On the

rare occasions when he speaks to guests about his travels to the Mournlands, he gets a distant look in his eyes, and his demeanor changes. Some suspect that he was somehow fundamentally scarred by that alien landscape but doesn’t want to show it.

THE HIDEAWAY
This establishment can best be described as a high-class watering hole. The Hideaway makes most of its money from travelers staying in the tower, but the city’s residents frequent it as well. It has a convenient location—on the same floor as a skybridge and only about 100 feet from it—and is a favorite destination for those wishing to get away from their usual routines.
The Hideaway’s entire floor is covered with a thick, gray rug. The dark-stained wooden tables are sturdy yet elegant and built to seat either three or eight. The chairs have high backs and cushioned seats upholstered with a cream-colored fabric.
Many regulars consider imbibing alcohol to be the best entertainment available here, but the customers enjoy socializing as well. Because people are encouraged to mingle, boasting about adventures, genealogy, or businesses is common. Embellishment of the truth also occurs frequently, and many of the rumors floating around Sharn get their starts here. Occasionally patrons engage in drinking games or other activities that lead to later embarrassment.
Music and dancing are available for those who seek greater diversions than their comrades can provide. Sizable bands play here twice a week and during holidays, as well as on certain special occasions. When musicians are present, the tables that normally fill the front room are moved to the side to provide space for dancing.

ISAN’S EXTRINSIC EMPORIUM
This popular novelty shop is the culmination of Isan Chashy’s lifetime of travel, during which he saw every country in Khorvaire, traveled to Xen’drik several times, and even once came within a few yards of the shores of Argonnessen. Though Isan is no longer in any physical condition to travel the rest of the world, his shop brings the world to him.
Visitors to this popular novelty shop are greeted with the sights of Xen’drik. In the window are 1-inchtall replicas of Xen’drik’s pyramids and tiny pieces of colored glass touted as dragonshards. Exotic plants from the mysterious continent grow in pots throughout the shop, and in the back stands a statue of a giant wearing a light, flowing robe tied with a rope at the waist.
But Isan deals in more than just novelties—he also sells a wide variety of magic items. An artificer of great talent, he created many of the items for sale here. The rest he traded for, found, or purchased.
Isan displays the nonmagical goods on the shelves and keeps the magic items locked away in what appear to be glass cases.
The auras of the magic items in his cases range from faint to moderate. He does have a few more powerful items in his shop, but he keeps those in the back room. Customers are allowed to touch the magic items, but only under the supervision of Isan himself or one of his three daughters, who help him run the shop.
Isan Chashy is an older man with a ring of wispy white hairs that seem to fly in a hundred different directions at once surrounding his mostly bald head. A former adventurer himself, he is always happy to hear tales of PC expeditions.

OTHER LOCATIONS

Some of the other prominent locations within the central levels of Lyrandar Tower are detailed below.

The Royal Brelish
This dining establishment specializes in dishes made with beef. Its owners and chefs pride themselves itself on providing the tenderest, most flavorful beef in Sharn. At the Royal Brelish, patrons can expect the finest steak, ribs, prime rib, and roasts in the city.

The High Abode
Temporary housing is available in this three-level inn. Unlike the Ten Tier Inn, all the rooms here are priced as cheaply as possible. The lodgings are far from opulent, but the price for a night’s stay is half that of the hostel’s more successful competitor.

THE LOWER LEVELS

People typically visit the lower levels of Lyrandar Tower for entertainment of a mature nature. Gambling halls, cheaply priced rooms that can be rented by the hour, taverns, and businesses where companionship can be purchased are common here.
The lower levels of the tower also connect to the cogs. Adventurers frequently travel down to those depths to explore the ruins of the ancient civilization upon which modern Sharn was built and to challenge the numerous monsters that live there.

THE LUCKY DRAGONSHARD CARDHOUSE
Visitors to the lower levels of Lyrandar Tower can choose from several locations for gambling. Most such establishments offer a wide array of card games, as well as other games of chance, such as the roulette wheel and dice. The Lucky Dragonshard Cardhouse offers all of these games, plus a few more exotic events upon which people can wager money.
The cardhouse occupies the central portion of a floor one-tenth of the way from the cogs to the roof. The tower is nearly half a mile in diameter here, and the cardhouse occupies approximately one-third of the level. The décor is exotic, and several of the rooms in the Lucky Dragonshard are actually designed to simulate the other continents of Eberron. One room, designed in a Xen’drik motif, has a mural of a vast jungle covering its walls, with a massive pyramid rising above the forest canopy. Another room is festooned with lifelike statues of mighty orc warriors, and the murals on its walls reflect a Darguun theme.
Despite its exotic décor, the primary reason that people visit the Lucky Dragonshard Cardhouse is to gamble. Many of the widely traveled gamblers who frequent this establishment maintain that every card game in existence can be played here somewhere. In truth, however, patrons can wager their hard-earned money on almost any game of chance.
In one room, several tiers of seats surround a central platform with a padded floor. On weekends, fights of various kinds take place in this chamber. On one weekend two monks might be pitted against each other, and on the next, two longsword-wielding fighters, or perhaps two individuals with wildly different fighting styles. These matches are not battles to the death—they end at first blood, although a few fatal accidents have occurred.
Another chamber houses a small theater with several rows of seats facing the stage. While plays can certainly be performed here, the room is most often used for illusionist exhibitions, in which illusionists create dramas that play out on the stage. Such shows may involve adventure, romance, intrigue, war, or a variety of other subjects. Some have no plot whatsoever; they are designed simply to impress the audience with the artist’s mastery of illusion.
The owner of the Lucky Dragonshard Cardhouse is a rogue named Rilfar Smas. This lithe, wiry man stands no more than 5 feet tall and has curly black hair, a mustache, and a goatee. He does not come from a dragonmarked house, nor is he descended from a particularly wealthy family. In fact, nobody is quite certain what his background is. Many suspect that the money with which he started this gambling house did not come to him through honest means, but no one has ever found evidence of wrongdoing on his part.
Rilfar has become quite wealthy during the fifteen years he has owned the Lucky Dragonshard Cardhouse.
The average patron loses 10 gp per evening, and at least a thousand patrons visit the place every night.

OTHER LOCATIONS

Other prominent locations within this section of Lyrandar Tower include the following.

The Stocking and Gown
As the name implies, both men and women can come here for an evening of companionship. A wide variety of races is represented among the employees, and almost any special needs the client may have can easily be accommodated.

Madron’s
This tavern is located very close to the cogs. Owned and operated by a half-orc named Madron, the place is a haven for adventurers. Several groups consider Madron’s their usual meeting place, and all patrons are invited to swap stories, recruit help, and have a drink or two.

The Triple Ruby
This cardhouse is the primary rival of the Lucky Dragonshard. The Triple Ruby is in poor repair and features fewer games and attractions than its rival does, but the winnings are commonly believed to be higher here.

5 July 2010

The Race of Eight Winds

By Keith Baker

Sharn is a vertical city, and over the course of centuries the people of Sharn have developed a variety of sporting events that take advantage of the unique architecture of their home. Windchasers dart around the towers following elaborate racing paths, while skyblades joust far above the ground. But one event overshadows the rest: the Race of Eight Winds, which is held on the 23rd day of Lharvion. This event draws spectators and gamblers from across Khorvaire. Part race, part aerial battle, this stunning spectacle has shaped the culture of the Dura Ward -- and this event can present many opportunities for adventurers.


History and Structure

According to legend, King Galifar II was fascinated by the use of aerial scouts and cavalry. Some say that he used Sharn as a testing ground to judge the merits of different flying beasts, granting land and gold to exceptional cavaliers. Over the centuries, this evolved into an exotic race involving different sorts of magical and fantastic beasts. For purposes of the race, Dura is divided into eight regions, each of which is represented by a different creature. To this day, the name of the creature is often used as a slang term for the inhabitant of one of these areas; when someone talks about "that treacherous owl," he's probably referring to a resident of Rattlestone or the Bazaar.
The race itself is a test of speed and skill, challenging the reflexes and combat skills of both beast and rider. From the starting point in Hareth's Folly, the race takes competitors on an intricate course that weaves in and around the towers of Sharn -- and since contact is allowed between riders and beasts, the racers can always try to win by eliminating the competition.
The race is older than most of Sharn, which explains why much of Upper Dura is not represented; it literally didn't exist when the tradition began. Hareth's Folly and Hostelhome have always been neutral ground where people gather to watch the race.
While not everyone takes an interest, many of the inhabitants of Lower and Middle Dura are avid followers of the Race of Eight Winds. It brings people of all races and professions together, and those directly involved with the race are the heroes of their districts. This includes the riders and handlers, along with the Wind Guard -- a committee appointed to manage the interests of the region. While this is a great honor, it carries considerable responsibility: there is far more to the Race of Eight Winds than just skill in the air. The Wind Guard has to raise funds to acquire, maintain, and train the exotic beasts used in the competition. Usually local merchants donate a share of their profits to support the race, but it is up to the Wind Guard to make up for any shortfall. In addition to finances, the members of the Wind Guard engage in a never-ending series of schemes and negotiations on behalf of their region. Alliances and networks of favors stretch back for centuries, making the race as much a match of politics as of speed. The owl is one of the slowest creatures in the race, but the Bazaar has a powerful economic position and often uses bribery and graft to get ahead. The griffon rarely tries to win, instead using its physical power as a bargaining chip throughout the period between races; even if the griffon can't win, it can usually take another creature out of the race. Of course, it may be that the hawk owes a favor to the owl, and repays that favor by asking the griffon to cripple the pegasus -- and this is a fairly simple example.


The Rules

Traditionally, each region enters a single beast and rider in the race. However, if a region makes a 250 gp donation (which goes into a general treasury to offset the cost of the land grant), it may enter a second contestant. While this is rarely done, it is the primary way for outsiders -- such as player characters -- to enter the race. A would-be contestant would need to negotiate with the Wind Guard and find a region that willingly lets her participate under their banner.
The race itself is a dangerous event. Full contact is allowed between beasts and riders, and beasts can use any natural weapons that they possess. Riders cannot use spells, psionic disciplines, dragonmarks, magic devices, or alchemical items, and anyone who breaks these rules is immediately disqualified and exposed to mob violence. A rider is allowed to carry a sporting crossbow and a dozen quarrels; this is similar to a light crossbow, but it has an 80-foot range increment and deals only 1d3/1d4 damage. This allows for entertaining conflict while preventing swift kills.
The victorious rider receives a 500 gp purse and a small parcel of land -- while the Wind Guard of the winning region lays claim to the Rod of Eight Winds. This mysterious item is a major artifact recovered from the depths of the city long ago; some say it is linked to Syrania and projects the effects of a manifest zone within a short distance. However, few of the people of Dura have any interest in the rod's history or powers. What matters is its current role as the symbol of Dura's pride -- and each district is desperate to claim it.


Using the Race of Eight Winds

The Race of Eight Winds is a massive sporting event that draws interest from across the continent. It could impact an adventure in a number of ways.

Local Colour: Each creature is associated with a particular region within Dura. As the race draws near, visitors see banners displayed across Dura, and people dress in the colors of their beast. Passing adventurers may be invited to a meal and called upon to toast the health of the local beast, or an adventurer who coincidentally happens to be wearing the wrong colors may spark a brawl. This can provide a way to introduce new NPC enemies or allies, or simply add depth to the description of a scene.

Participation: A skilled rider may want to enter the race himself. The character needs to gain the sponsorship of one of the regions; he is more likely to gain the acceptance of one of the slower beasts than the hippogriff or pegasus, who win all the time and want to preserve the fame of their local riders. Winning the race makes the character a landowner, which could be interesting; it also makes him a local celebrity in Sharn, which could open the door to many other opportunities.

Troubleshooting: Someone has poisoned the local griffons, and the Wind Guard of Precarious have only three weeks to find a replacement: Can the party find a wild griffon in time? The race is in one week, but the Rod of Eight Winds has been stolen; can the adventurers recover the lost artifact? The PCs are asked to provide security for the pegasus -- which seems like an easy task until Daask gets involved. A friend of the party loses a fortune gambling on the race, and the Boromar Clan is threatening her life: Can the PCs help? If the characters are unscrupulous enough, they may even be hired to cripple racing beasts to skew the odds!



The Beasts

Looking to add a little color to Dura? Here are the eight beasts traditionally used in the race, along with the districts they represent.

The Eagle: The districts of Broken Arch and Stormhold support the giant eagle, whose colors are brown and gold. Stormholders are especially passionate about the race, even though the eagle rarely wins. Many Stormholders take pride in being fierce and noble like the eagle, and they rarely participate in the politics and intrigue that often affect the final outcome of the race. They are especially dismissive of the other birds of Middle Dura; the hawk is a lesser eagle, while the owl is treacherous and far too clever.

The Gargoyle: Fallen and Malleon's Gate were originally represented by the dire bat. As immigrants from Droaam came to Sharn, most settled in the Cogs or Malleon's Gate. Twelve years ago, the region of the bat made an unprecedented change and shifted their regional beast to the gargoyle, whose colors are black and gray. Currently, the region is represented by Carralag (N male gargoyle rogue 4), a remarkably clever gargoyle with the Manifest Flight feat.

The people of Malleon's Gate are fiercely dedicated to the event. The violence appeals to the Darguuls, while the city goblins love the chance to compete against the elitist folk of the upper levels. While the gargoyle has yet to win the race, it has had greater success than the bat, and this has brought increased support for Daask and the Droaamites within the district.

The Glidewing: This flying dinosaur represents the districts of Gate of Gold and the Stores, and its colors are gray and green. The glidewing is extremely popular among the halflings of Sharn, and some say that the Boromar Clan is the financial force behind the Glidewing Wind Guard.

The Griffon: This powerful beast represents Precarious and Oldkeep, and its colors are brown and red. During the race, red ribbons are usually tied to the forelegs of the griffon, giving the impression of streams of blood coming from its claws. The people of Precarious are fanatically (and often violently) devoted to the race, although many don't care if they win or lose; as long as the griffon brings down one of the other beasts, they consider it to be a victory.

The Hawk: Tumbledown and Underlook are represented by the dire hawk, whose colors are light brown and dark brown. The hawk rarely wins, but Underlook makes considerable profits off the tourist trade and most Tumbledowners are devoted followers of their underdog champion.

The Hippogriff: Daggerwatch and Overlook are represented by the hippogriff, whose colors are white and gold. The Goldwings (the aerial division of the Sharn Watch) are based in Daggerwatch, and a Goldwing officer typically represents the district in the race. The hippogriff has one of the best records in the race, rivaled only by the pegasus.

The Owl: The giant owl is the beast of Rattlestone and the Bazaar, and its colors are brown and gray. While it is one of the slowest creatures in the race, the owl is famous for manipulating the outcome of the race with intrigue and diplomacy. While many of the inhabitants of Dura speak dismissively of "two-faced owls," the merchants, con artists, and pickpockets of the region take pride in their mascot's cunning, and a strong streak of carefree pragmatism runs through these districts. A few former racing owls are now merchants themselves, which can lead to unusual encounters in the Bazaar.

The Pegasus: Highwater was the last district to join the Race of Eight Winds. Thanks to House Vadalis, Highwater is represented by the pegasus, whose colors are white and silver. The pegasus is the swiftest creature in the race, and it has brought Highwater to victory time and again. The people of Highwater are proud folk and are always willing to discuss the ways in which a pegasus is superior to the other beasts. However, success has its price. The other districts often team up to bring down the pegasus at the start of the race. And outside of the race, many of the inhabitants of the lower wards despise the people of Highwater; thieves and bullies will go out of their way to target a snooty pegasus supporter.

30 June 2010

Lyrander Airships

exerpt from "The Explorer's Handbook".

The Airship
The most advanced form of elemental-powered vehicle in existence, the airship is the pride of House Lyrandar and a symbol of the magical advances that many hope will become commonplace in the aftermath of the Last War. Still rare due to the limited supply of soarwood needed for their hulls, airships are one of the newest developments to emerge from the Cannith and Zilargo workshops.

Appearance: The standard airship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, but is replete with control fins and rudders rather than sails. A Huge elemental is bound into a ring around the hull, suspended on four struts jutting outward. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.

Operation: Airships can move in all three dimensions, with or without the aid of the wind. Unlike most flying creatures, they do not rely on wings for lift thanks to their soarwood hulls. They are able to fly equally well on their sides or even upside down (notwithstanding the risks that such maneuvers present to passengers and crew).
Airships cannot actually land; the ring of the elemental prevents the bottom of the hull from getting closer than 10 feet to the ground. Docking towers are generally used to load or unload passengers in major cities, while rope ladders allow passengers to disembark in smaller centers or open terrain. Loading or unloading any cargo too large to be carried requires a docking tower.
An average airship can reach a speed of 20 miles per hour through clear skies, but can carry only 30 tons of cargo, making it ill suited to run regular trade routes. Airships are most often employed by wealthy travelers with a taste for luxury and a need to move quickly. Airships have also found favor with explorers, who praise the vessels' versatility and speed.

Suppression: While the elemental bound to the airship is crucial for propulsion, the vessel's soarwood hull provides its lighter-than-air buoyancy. With the elemental suppressed, the ship remains aloft but can only move 1 mile per hour. The pilot always suppresses the elemental before docking.

History: Airships were a dream long before they became a reality, with House Lyrandar and House Orien trying for years to develop faster, more efficient means of moving cargo and people from place to place.
When the means of elemental binding was first discovered by the gnome artificers of Zilargo in 805 YK, the stage was set. From House Cannith came plans for the first elemental vessels, crafted by a Zilargo workshop affiliated with the house. Between the Mark of Making and the binding techniques of the gnomes, the dream of elemental-powered transportation became a reality in 811 YK. Under commission from the Kingdom of Galifar, the lightning rail connected the cities of Flamekeep and Fairhaven (a line later destroyed during the Last War).
Even after the breakthrough of the lightning rail, the first airship took nearly two centuries to build. Rather than require an elemental to lift a vessel into flight, soarwood from Aerenal would allow an airship to float above the ground of its own accord. Using a bound elemental only to propel it, an airship might thus approach even the lightning rail's speed. Gnome magic and House Cannith artisanship were needed to strengthen the soar wood's natural properties, though, and work on the project dragged on far longer than expected.
Finally, in 988 YK, a crew of gnomes and House Cannith crafters successfully flew a prototype airship from Trolanport to Korranberg and back again. In 990 YK, a fleet of three elemental airships flying the banners of House Lyrandar began to make regular trips across the continent, and the age of air travel truly began.
Thanks to additional funding from House Lyrandar and House Orien, as well as from a number of the nations caught up in the Last War, a handful of experimental military air vessels appeared in the waning years of that century-long conflict. None proved viable as weapons, though, mostly due to the sheer expense of building them. Even today, that expense (as well as the unique skill required to control them) continues to make airships a relatively exclusive method of transport.
House Lyrandar currently has the largest and best-equipped airship fleet -- not surprising, considering the powers bestowed upon its members by the Mark of Storm. The house regularly runs airships between the major cities of Khorvaire, and is willing to charter airships to select customers when vessels are available.
Several nations (most notably Breland and Zilargo) and a few other dragonmarked houses use airships for official business, and a number of privateers try to compete by offering no-questions-asked service that House Lyrandar can't (or won't) compete with. In most cases, though, buying passage on one of Lyrandar's regularly scheduled runs, or chartering a House Lyrandar ship and crew for a specific destination, is the easier, cheaper option.

Airship: (using rules from "Stormwrack")
Colossal vehicle; 
Airworthiness +6; 
Shiphandling -4; 
Speed Fly 100 ft. (poor), 
Overall AC -3; 
Hull sections 1,000 (crash 250 sections); 
Section hp 60 (hardness 5); 
Section AC 3; 
Ram 12d6; 
SA fire ring; 
SQ resistance to fire 10, hover; 
Space 90 ft. by 300 ft.; Height 50 ft. (fire ring has 110-ft. diameter); 
Watch 20; 
Complement 150; 
Cargo 30 tons; 
Cost 92,000 gp.

Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: An airship can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 3d8 points of fire damage to any creature or object passing it touches. When an air elemental is used, the damage is bludgeoning.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.

WAYFINDER FOUNDATION TRAVEL TIP
HOW TO SURVIVE A CRASHING AIRSHIP

When a water vessel begins to sink, it is almost always a good idea to evacuate as soon as possible. Even if it simply means throwing yourself into the sea, there is always the chance of swimming to shore or being rescued. The elemental airships that have increased in popularity in the last few years, however, do not offer the same option. Indeed, it is highly recommended that you NOT throw yourself overboard, lest you and the ground have an unfortunate meeting some distance below. Instead, consider the following.
If you don't have access to feather fall or some other similar helpful magic, your first task after crossing the gangplank is to identify all the dragonmarked Lyrandar crew members on board. One might possibly possess an aberrant dragonmark feather fall ability. Buy this crew member many beverages in the reception lounge.
Look for life rings. These soarwood rings are placed strategically along the main deck of better airships, allowing you and three of your fellows to float safely to the ground. If you can find no life rings and cannot fly under your own power, then we suggest attempting to reverse the crashing of your ship. Remember that airships are naturally buoyant, so that most crashes result from the bound elemental driving the ship into the ground (by accident or, more rarely, from spite). If a rogue elemental can be suppressed or an uncontrolled elemental commanded in some manner, the ship should remain afloat.
In rare instances, significant damage to an airship's soarwood hull can negate its floating properties. If this is the case, we suggest finding the most structurally protected area aboard the ship and barricading yourself there. It is possible that the ship might collide with the ground at an angle, leaving much of the hull intact. Whatever you do, do NOT wait until the ship has almost crashed into the ground and then leap off.
You will strike the ground at the same velocity as the vessel, and will almost certainly be slain. Without a magical means of surviving the crash, your best hope is to right the ship. In the wheelhouse located at the stern, pull back on the yoke as far as you can. If the wheel is unresponsive, apply a mending spell to the support structures for the elemental ring surrounding the ship. As a last-ditch effort, suspend yourself in the netting used to secure cargo in the airship's hold. The elastic nature of the netting may provide some cushion to the crash -- enough, perhaps, to at least preserve an identifiable corpse.
A long with these other methods, we might humbly also suggest a prayer to whatever church you find most comforting in your time of need.