
Middle Dura
"The stones in this old district have been worn smooth by the passage of time. There is a definite scent of danger in the air."
Middle Dura is the working-class core of Dura's vertical gradient — crowded and bustling, not wealthy but surviving, and home to people who are clearly doing well enough for themselves even if their ward is not. Its merchants are used to dealing with adventurers and people of questionable character; its Watch patrols know the difference between the crimes worth pursuing and the ones that keep the peace; its residents measure safety in terms of what neighborhood they managed not to end up in, which is Lower Dura.
The ward is split between two social registers. Five districts — the Bazaar, Hareth's Folly, Rattlestone, Tumbledown, and Underlook — are lower class by social standing, even if Rattlestone's residents have pride in them and Underlook was once the entertainment capital of the city. Two — Broken Arch and Stormhold — are technically middle class, though Broken Arch barely maintains that designation and Stormhold enforces its status with hired Deneith mercenaries rather than any organic prosperity.
The Race of Eight Winds defines Dura's cultural identity more than anything else, and Middle Dura is where the race lives: Hareth's Folly is where it starts and ends, the Hollow Tower hosts the aerial sports events that surround it, and the Bazaar's gamblers have the loudest opinions about outcomes. Four of the race's eight representative mounts correspond to Middle Dura districts — the Eagle (Broken Arch and Stormhold), the Owl (Rattlestone and the Bazaar), and the Hawk (Tumbledown and Underlook). Dura residents who settle in a district quickly learn which colors to wear.
Hruit is a mysterious figure on the council — a druid with a particular affinity for owls who once rode a giant owl to represent the Bazaar of Dura in the Race of Eight Winds. He keeps his own counsel, advances his own agenda, and his primary responsibility is protecting the interests of the Bazaar's merchants against both the Boromar councilors and the representatives of other market wards who would like to see the Bazaar disadvantaged. He is one of the few active opponents of Ilyra Boromar's council bloc who has not faced serious retaliation, which suggests either that he is more dangerous than he appears, or that the Boromar Clan has decided he isn't worth the effort.
The Bazaar
The Bazaar of Dura is the largest commercial district in Sharn — larger than Granite Halls, larger than Tradefair, larger than any of the ward's competitors. It sprawls across a dozen towers, with permanent shops and smithies on the outer rings and an ever-changing labyrinth of stalls, tents, and makeshift street markets at the center. A marketplace permit costs 3 copper — the cheapest in the city — and many people try to avoid even that, which means guards who catch them can extort far larger sums in exchange for a pass.
The Watch maintains a strong presence in the Bazaar, but not to police illegal goods. The concern is riots. The Bazaar's trade runs from legitimate crafts to stolen merchandise to contraband, and the Watch has a practical understanding that attempting to enforce the distinction would accomplish nothing except making the ward ungovernable. What they will act on is crowd control, public violence, and anything that threatens the basic functioning of the market.
An especially acute threat in recent years has been Daask attacks on Boromar-linked businesses in and around the Bazaar. The Boromar Clan's local arrangements with the Watch help contain some of this, but Daask's guerrilla tactics — hit and vanish before the response arrives — make comprehensive protection impossible.
The Race and Its Gravity
Hareth's Folly exists because a mad architect named Hareth ir'Talan built a district that incorporates architectural styles from across Galifar alongside his visions of Syrania, Thelanis, and other planes, producing some of the strangest structures in Khorvaire. The current consensus is that Hareth was driven by madness; a minority believes he was divinely inspired. Either way, the ward he left behind has become Dura's entertainment and gambling hub.
The Hollow Tower — Sharn's original aerial arena, built by Hareth himself — hosts skyblade matches and other enclosed aerial sports under everbright lanterns at all hours. The more prestigious events have migrated to the Cornerstone in Middle Tavick's Landing over the years, but the Hollow Tower still does steady business and many districts use it as a training ground. The Race of Eight Winds begins and ends at Hareth's Folly, which gives the district a particular gravity during race season: the King of Fire gambling hall (won by its current halfling owner in a dramatic card game) does enormous business, betting is constant, and the arguments about mounts and outcomes spill into the streets.
The Residential Spectrum
Stormhold and Broken Arch bookend the ward's residential range and tell its social story clearly. Stormhold is home to the few powerful families that remained in Dura when the rest moved up to Central Plateau or Skyway; its ancient manors have been maintained, its walls are thick and its doors stout, and the stubborn families who live there have hired Deneith mercenaries to supplement Watch patrols because they take security seriously and can afford to. A handful of the Sixty great families still maintain addresses here. Broken Arch, directly below this in social register, has fallen into disrepair: the shells of wealthy manors are still visible, but the district's current residents are lesser families and merchants climbing the social ladder, the Watch patrols are lighter than anywhere else in the ward, and criminals from Lower Dura have taken to frequenting the alleys. Daask has been an especially common problem over the past three years.
Rattlestone, the ward's large tenement district, is poor but has something neither Broken Arch nor Tumbledown can claim: strong internal solidarity. The inhabitants are poor and mostly have jobs of one sort or another in the Bazaar; the Watch patrols here are largely made up of native Rattlestoners who will risk significantly more to protect their own neighborhood than they would for strangers or adventurers. Tumbledown is the ward's lowest point — wretched tenement housing where the walls are chipped and cracked and mold covers everything. It is at least occasionally patrolled, which places it a small step above Fallen in Lower Dura.
Districts
The Bazaar (Marketplace) — The largest commercial district in Sharn, sprawling across a dozen towers with permanent shops on the outer rings and a labyrinth of stalls at the center. Almost anything can be found here, quality cannot be guaranteed, and the Watch patrols for crowd control rather than trade enforcement. A marketplace permit costs 3 copper; many don't bother paying it. The Bazaar is a Boromar Clan stronghold and an increasingly contested one as Daask pressure on Boromar operations intensifies.
Broken Arch (Average residential) — Once a proud residential district; now a place where the shells of wealthy manors serve as aspirational housing for lesser families and ambitious merchants. Lighter Watch coverage than the rest of the ward, regular criminal incursion from Lower Dura, and ongoing Daask harassment mark it as the ward's weakest district by current security and upkeep.
Hareth's Folly (Tavern district) — A jumble of architectural styles ranging from Galifaran regional traditions to what Hareth ir'Talan imagined the outer planes looked like, resulting in some of the strangest buildings in Khorvaire. The district's focus is entertainment: inexpensive inns, pubs, restaurants, gambling back rooms, and aerial sports. The Hollow Tower hosts skyblade and other enclosed aerial events. The King of Fire gambling hall is the most prominent establishment. Hareth's Folly is the start and finish line for the Race of Eight Winds and is where the ward's most intense race-season energy concentrates.
Rattlestone (Apartment townhomes) — Poor tenements whose inhabitants have little but their pride and a strong community network. Most residents work in the Bazaar; the local Watch is largely staffed by Rattlestoners who protect their own more actively than they protect outsiders. The Owl represents Rattlestone and the Bazaar in the Race of Eight Winds; its supporters wear brown and gray.
Stormhold (Average residential) — The ward's most comfortable residential district, home to some of Sharn's oldest families who declined to leave Dura when the rest of the Sixty moved upward. Thick walls, stout doors, and Deneith mercenaries supplement Watch patrols. The Eagle represents Broken Arch and Stormhold in the race, wearing brown and gold.
Tumbledown (Tenement district) — The poorest residential district in the ward: chipped and cracked walls, mold and mildew throughout, housing that is in terrible condition. It is at least occasionally patrolled, which makes it technically safer than Fallen in the ward below. Recent Daask incursions have made even this limited security uncertain. The Hawk represents Tumbledown and Underlook, wearing tan and brown.
Underlook (Inn district) — Before the Menthis Plateau entertainment complex was built, Underlook was the center of Sharn's nightlife. The finest restaurants and inns have since relocated to higher wards, leaving behind the dingy versions of their old selves alongside inns and taverns that cater to sailors and merchants arriving from Cliffside who want lodging cheaper and safer than the waterfront but don't need — or can't afford — anything in the middle wards. Cheap lodging is plentiful; expectations should be calibrated accordingly.
