Upper Tavick’s Landing is a self-contained kingdom for the wealthy. Everything an aristocrat might need can be found in this ward: a luxurious mercantile district, fine housing, skilled services, and even a district where servants and hirelings can live. The lords and merchant princes who hold power in Upper Tavick’s Landing have worked to isolate their home from the chaos that often engulfs the rest of the city, and it is in many ways a small city within Sharn. During the Last War, there was general concern that the ward was in danger due to the number of foreigners that moved through the lower wards. As a result, the leaders of Upper Tavick’s Landing petitioned the city council and established a number of laws unique to the ward. Those of most concern to adventurers include the following:

The soldiers of House Deneith have equal authority with the Sharn City Watch within the confines of Upper Tavick’s Landing. A full 100 members of the Blademark are stationed in Upper Tavick’s Landing, paid for by taxes levied on the district. Deneith warriors maintain checkpoints at all entrances to the district, to ensure that visitors comply with the laws of the ward.

A character must obtain a license to carry a weapon within Upper Tavick’s Landing. This license can be obtained at the courthouse in Twelve Pillars, and costs 5 gp. However, the main purpose of the license is to keep armed undesirables out of the district. The typical adventurer must make a DC 25 Diplomacy check to convince the functionary to provide him with a license. He must be a Brelish citizen or a member of a dragonmarked house, and must provide a great deal of personal information, including a detailed description of the weapons he is licensed to carry. Any member of the Sharn City Watch or House Deneith can demand to see a license, and they will confiscate unauthorized weapons.

A different license is required to cast spells within the district; this costs 10 gp and requires the character to specify the spells he wishes to cast. Unauthorized spellcasting generally results in a fine of 50 gp times the level of the spell.

Upper Tavick’s Landing has a dress code. Inhabitants must dress “in a manner that upholds the solemn dignity of this proud ward,” and it is up to the individual Watch officer or Deneith guard to interpret what this means. Generally, an adventurer is safe if his clothes cost at least 5 gp, but this law provides an excellent excuse to harass undesirables. Armor is usually considered to be inappropriate unless the wearer is part of the Watch, House Deneith, or another branch of the city government or the crown. Anyone held to be in contempt of this law is escorted from the district and ordered to stay away until rectifying the situation.

Unruly conduct—fighting, shouting in the streets, and other forms of rude behavior—results in a fine of up to 5 gp and temporary expulsion from the ward (assuming that none of the other laws of the city were broken during the incident). In addition to these laws, the inhabitants of the ward are generally unfriendly toward anyone who is shifty, suspicious, or poor. Adventurers and foreigners are treated with great suspicion unless they have a lot of gold to spend or have ties to a dragonmarked house or similar organization.

This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an entire district—Sunrise—designed for the servants of the nobles. The services and lodging in Sunrise accommodate those with poor or modest lifestyles, as opposed to the higher-priced goods found elsewhere in the ward.

For those willing to put up with its restrictive laws, Upper Tavick’s Landing has many fine features. Wyredd’s Spirits is the best source for wine in Sharn. The shop Crystals of Denion buys and sells rare magic items, though it only has a handful of such items at any given time. Transmutation is a renowned beauty salon providing both mundane and arcane services. House Deneith maintains a fortified garrison and training facility in the Copper Arch district.

The Laws of Upper Tavick’s Landing

During the war, fears of attacks by foreign agents resulted in the establishment of a number of laws here that affect visitors, including adventurers, to this day.

The soldiers of House Deneith have full authority to act as agents of the Sharn Watch in Upper Tavick’s Landing, and staff of Deneith’s elite Blademark mercenaries maintain checkpoints at the district’s edges.

You need a license to carry a weapon in Upper Tavick’s Landing. It costs only 5 gp, but you have to plead your case to a clerk. Any Blademark or member of the watch can demand to see your license and might confiscate unauthorized weapons. You also need a license to cast spells in the ward. It costs 10 gp, and you must specify the spells you intend to cast. A fine can be levied for any unauthorized use of magic. To get licenses for weapons or spellcasting, you’ll have to go to the courthouse in the Twelve Pillars district.

Another law requires inhabitants to dress “in a manner that upholds the solemn dignity of this proud ward.” Blademarks and officers of the watch can choose how they interpret this. Typically, armor is considered inappropriate unless you’re tied to House Deneith or the Sharn Watch, or you’ve served with the Brelish military. Anyone in contempt of this law is escorted out.

Any sort of unruly behavior—fighting, shouting in the streets, and the like—brings a fine of up to 5 gp and temporary expulsion from the ward.

Создано Joseph Meehan 4 года назад. Изменено Joseph Meehan 1 месяц назад